/** * @brief Called when 'target' moves, possibly triggering or resolving reaction fire * @param[in] target The target entity * @return true If any shots were (or would be) taken * @sa G_ClientMove */ qboolean G_ReactionFireOnMovement (edict_t *target) { /* Check to see whether this resolves any reaction fire */ const qboolean fired = G_ReactionFireCheckExecution(target); /* Check to see whether this triggers any reaction fire */ G_ReactionFireSearchTarget(target); return fired; }
/** * @brief Called when 'target' moves, possibly triggering or resolving reaction fire * @param[in] target The target entity * @return true If any shots were (or would be) taken * @sa G_ClientMove */ bool G_ReactionFireOnMovement (edict_t *target) { /* Check to see whether this resolves any reaction fire */ const bool fired = G_ReactionFireCheckExecution(target); /* Check to see whether this triggers any reaction fire */ G_ReactionFireTargetsUpdateAll(target); return fired; }
/** * @brief Called when 'target' moves, possibly triggering or resolving reaction fire * @param[in] target The target entity * @return true If any shots were (or would be) taken * @sa G_ClientMove */ bool G_ReactionFireOnMovement (Edict *target) { #if DEBUG_RF G_ReactionFirePrintSituation (target); #endif /* Check to see whether this resolves any reaction fire */ const bool fired = G_ReactionFireCheckExecution(target); /* Check to see whether this triggers any reaction fire */ G_ReactionFireTargetsUpdateAll(target); return fired; }
/** * @brief Called after 'target' has fired, this might trigger more reaction fire or resolve outstanding reaction fire (because target is out of time) * @param[in] target The entity that has just fired * @sa G_ClientShoot */ void G_ReactionFirePostShot (edict_t *target) { /* Check to see whether this resolves any reaction fire */ G_ReactionFireCheckExecution(target); }