Ejemplo n.º 1
0
/**
 * @brief Check whether 'target' has just triggered any new reaction fire
 * @param[in] target The entity triggering fire
 */
void ReactionFire::updateAllTargets (const Edict* target)
{
	Actor* shooter = nullptr;

	/* check all possible shooters */
	while ((shooter = G_EdictsGetNextLivingActor(shooter))) {
		/* check whether reaction fire is possible (friend/foe, LoS) */
		if (isPossible(shooter, target)) {
			const int TUs = G_ReactionFireGetTUsForItem(shooter, target);
			if (TUs < 0)
				continue;	/* no suitable weapon */
			rft.add(shooter, target, TUs);
		} else {
			rft.remove(shooter, target);
		}
	}
}
Ejemplo n.º 2
0
/**
 * @brief Check whether 'target' has just triggered any new reaction fire
 * @param[in] target The entity triggering fire
 */
static void G_ReactionFireTargetsUpdateAll (const edict_t *target)
{
	edict_t *shooter = NULL;

	/* check all possible shooters */
	while ((shooter = G_EdictsGetNextLivingActor(shooter))) {
		/* check whether reaction fire is possible (friend/foe, LoS */
		if (G_ReactionFireIsPossible(shooter, target)) {
			const int TUs = G_ReactionFireGetTUsForItem(shooter, target, RIGHT(shooter));
			if (TUs < 0)
				continue;	/* no suitable weapon */
			rft.add(shooter, target, TUs);
		} else {
			rft.remove(shooter, target);
		}
	}
}