void CL_ActorStateChange (const eventRegister_t *self, struct dbuffer *msg)
{
	le_t *le;
	int entnum, state;
	character_t *chr;

	NET_ReadFormat(msg, self->formatString, &entnum, &state);

	le = LE_Get(entnum);
	if (!le)
		LE_NotFoundError(entnum);

	if (!LE_IsActor(le)) {
		Com_Printf("StateChange message ignored... LE is no actor (number: %i, state: %i, type: %i)\n",
			entnum, state, le->type);
		return;
	}

	/* If standing up or crouching down remove the reserved-state for crouching. */
	if (((state & STATE_CROUCHED) && !LE_IsCrouched(le)) ||
		 (!(state & STATE_CROUCHED) && LE_IsCrouched(le))) {
		if (CL_ActorUsableTUs(le) < TU_CROUCH && CL_ActorReservedTUs(le, RES_CROUCH) >= TU_CROUCH) {
			/* We have not enough non-reserved TUs,
			 * but some reserved for crouching/standing up.
			 * i.e. we only reset the reservation for crouching if it's the very last attempt. */
			CL_ActorReserveTUs(le, RES_CROUCH, 0); /* Reset reserved TUs (0 TUs) */
		}
	}

	/* killed by the server: no animation is played, etc. */
	if ((state & STATE_DEAD) && LE_IsLivingActor(le)) {
		le->state = state;
		FLOOR(le) = NULL;
		LE_SetThink(le, NULL);
		VectorCopy(player_dead_maxs, le->maxs);
		CL_ActorRemoveFromTeamList(le);
		return;
	} else {
		le->state = state;
		LE_SetThink(le, LET_StartIdle);
	}

	/* save those states that the actor should also carry over to other missions */
	chr = CL_ActorGetChr(le);
	if (!chr)
		return;

	chr->state = (le->state & STATE_REACTION);

	/* change reaction button state */
	if (!(le->state & STATE_REACTION)) {
		UI_ExecuteConfunc("disable_reaction");
	} else {
		UI_ExecuteConfunc("startreaction");
	}

	/* state change may have affected move length */
	CL_ActorConditionalMoveCalc(le);
}
Ejemplo n.º 2
0
/**
 * @brief Starts aiming/target mode for selected left/right firemode.
 * @note Previously know as a combination of CL_FireRightPrimary, CL_FireRightSecondary,
 * @note CL_FireLeftPrimary and CL_FireLeftSecondary.
 */
static void HUD_FireWeapon_f (void)
{
	actorHands_t hand;
	fireDefIndex_t firemode;
	const objDef_t *ammo;
	const fireDef_t *fd;

	if (Cmd_Argc() < 3) { /* no argument given */
		Com_Printf("Usage: %s <l|r> <firemode number>\n", Cmd_Argv(0));
		return;
	}

	if (!selActor)
		return;

	hand = ACTOR_GET_HAND_INDEX(Cmd_Argv(1)[0]);
	firemode = atoi(Cmd_Argv(2));
	if (firemode >= MAX_FIREDEFS_PER_WEAPON || firemode < 0)
		return;

	fd = HUD_GetFireDefinitionForHand(selActor, hand);
	if (fd == NULL)
		return;

	ammo = fd->obj;

	/* Let's check if shooting is possible. */
	if (!HUD_CheckShooting(selActor, ACTOR_GET_INV(selActor, hand)))
		return;

	if (ammo->fd[fd->weapFdsIdx][firemode].time <= CL_ActorUsableTUs(selActor)) {
		/* Actually start aiming. This is done by changing the current mode of display. */
		if (hand == ACTOR_HAND_RIGHT)
			CL_ActorSetMode(selActor, M_FIRE_R);
		else
			CL_ActorSetMode(selActor, M_FIRE_L);
		/* Store firemode. */
		selActor->currentSelectedFiremode = firemode;
	} else {
		/* Cannot shoot because of not enough TUs - every other
		 * case should be checked previously in this function. */
		HUD_DisplayMessage(_("Can't perform action:\nnot enough TUs.\n"));
	}
}