/** * @brief link any floor container into the actor temp floor container */ void LE_LinkFloorContainer (le_t* le) { le_t* floorItem = LE_Find(ET_ITEM, le->pos); if (floorItem) le->setFloor(floorItem); else le->resetFloor(); }
/** * @brief Revitalizes a stunned actor (all that is needed is the local entity state set). * @param[in] msg The netchannel message * @param[in] self Pointer to the event structure that is currently executed */ void CL_ActorRevitalised (const eventRegister_t* self, dbuffer* msg) { int entnum, state; NET_ReadFormat(msg, self->formatString, &entnum, &state); /* get les */ le_t* le = LE_Get(entnum); if (!le) LE_NotFoundError(entnum); if (!LE_IsStunned(le) && !LE_IsLivingActor(le)) Com_Error(ERR_DROP, "CL_ActorRevitalised: Can't revitalise, LE is not a dead or stunned actor"); LE_Lock(le); /* link any floor container into the actor temp floor container */ le_t* floor = LE_Find(ET_ITEM, le->pos); if (floor) le->setFloor(floor); le->state = state; /* play animation */ LE_SetThink(le, LET_StartIdle); /* Print some info. */ if (le->team == cls.team) { const character_t* chr = CL_ActorGetChr(le); if (chr) { char tmpbuf[128]; Com_sprintf(tmpbuf, lengthof(tmpbuf), _("%s was revitalised\n"), chr->name); HUD_DisplayMessage(tmpbuf); } } else { switch (le->team) { case (TEAM_CIVILIAN): HUD_DisplayMessage(_("A civilian was revitalised.")); break; case (TEAM_ALIEN): HUD_DisplayMessage(_("An alien was revitalised.")); break; case (TEAM_PHALANX): HUD_DisplayMessage(_("A soldier was revitalised.")); break; default: HUD_DisplayMessage(va(_("A member of team %i was revitalised."), le->team)); break; } } le->aabb.setMaxs(player_maxs); if (le->ptl) { CL_ParticleFree(le->ptl); le->ptl = nullptr; } /* add team members to the actor list */ CL_ActorAddToTeamList(le); /* update pathing as we maybe not can walk onto this actor anymore */ CL_ActorConditionalMoveCalc(selActor); LE_Unlock(le); }