Example #1
0
/**
 * @brief Change the animation of an actor to the idle animation (which can be
 * panic, dead or stand)
 * @note We have more than one animation for dead - the index is given by the
 * state of the local entity
 * @note Think function
 * @note See the *.anm files in the models dir
 */
void LET_StartIdle (le_t* le)
{
	/* hidden actors don't have models assigned, thus we can not change the
	 * animation for any model */
	if (!LE_IsInvisible(le)) {
		if (LE_IsDead(le))
			R_AnimChange(&le->as, le->model1, va("dead%i", LE_GetAnimationIndexForDeath(le)));
		else if (LE_IsPanicked(le))
			R_AnimChange(&le->as, le->model1, "panic0");
		else
			R_AnimChange(&le->as, le->model1, LE_GetAnim("stand", le->right, le->left, le->state));
	}

	le->pathPos = le->pathLength = 0;
	if (le->stepList != nullptr) {
		leStep_t* step = le->stepList->next;
		Mem_Free(le->stepList);
		le->stepList = step;
		if (step != nullptr) {
			le->stepIndex--;
		} else if (le->stepIndex != 0) {
			Com_Error(ERR_DROP, "stepindex for entnum %i is out of sync (%i should be 0)\n", le->entnum, le->stepIndex);
		}
	}

	/* keep this animation until something happens */
	LE_SetThink(le, nullptr);
}
Example #2
0
/**
 * @brief Kills an actor (all that is needed is the local entity state set to STATE_DEAD).
 * @note Also changes the animation to a random death sequence and appends the dead animation
 * @param[in] msg The netchannel message
 * @param[in] self Pointer to the event structure that is currently executed
 */
void CL_ActorDie (const eventRegister_t *self, dbuffer *msg)
{
	le_t *le;
	int entnum, state, playerNum;

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

	/* get les */
	le = LE_Get(entnum);

	if (!le)
		LE_NotFoundError(entnum);

	if (!LE_IsLivingActor(le))
		Com_Error(ERR_DROP, "CL_ActorDie: Can't kill, LE is not an actor (type: %i)", le->type);

	if (!LE_IsStunned(le) && LE_IsDead(le))
		Com_Error(ERR_DROP, "CL_ActorDie: Can't kill, actor already dead");

	LE_Lock(le);

	/* set relevant vars */
	FLOOR(le) = NULL;

	le->state = state;

	/* count spotted aliens */
	cl.numEnemiesSpotted = CL_CountVisibleEnemies();

	/* play animation */
	LE_SetThink(le, NULL);
	R_AnimChange(&le->as, le->model1, va("death%i", LE_GetAnimationIndexForDeath(le)));
	R_AnimAppend(&le->as, le->model1, va("dead%i", LE_GetAnimationIndexForDeath(le)));

	/* Print some info about the death or stun. */
	if (le->team == cls.team) {
		if (playerNum != le->pnum) {
			const char *playerName = CL_PlayerGetName(playerNum);
			char tmpbuf[128];
			Com_sprintf(tmpbuf, lengthof(tmpbuf), _("%s lost a soldier\n"), playerName);
			HUD_DisplayMessage(tmpbuf);
		} else {
			const character_t *chr = CL_ActorGetChr(le);
			if (chr) {
				char tmpbuf[128];
				if (LE_IsStunned(le)) {
					Com_sprintf(tmpbuf, lengthof(tmpbuf), _("%s was stunned\n"), chr->name);
				} else {
					Com_sprintf(tmpbuf, lengthof(tmpbuf), _("%s was killed\n"), chr->name);
				}
				HUD_DisplayMessage(tmpbuf);
			}
		}
	} else {
		switch (le->team) {
		case (TEAM_CIVILIAN):
			if (LE_IsStunned(le))
				HUD_DisplayMessage(_("A civilian was stunned."));
			else
				HUD_DisplayMessage(_("A civilian was killed."));
			break;
		case (TEAM_ALIEN):
			if (LE_IsStunned(le))
				HUD_DisplayMessage(_("An alien was stunned."));
			else
				HUD_DisplayMessage(_("An alien was killed."));
			break;
		case (TEAM_PHALANX):
			if (LE_IsStunned(le))
				HUD_DisplayMessage(_("A soldier was stunned."));
			else
				HUD_DisplayMessage(_("A soldier was killed."));
			break;
		default:
			if (LE_IsStunned(le))
				HUD_DisplayMessage(va(_("A member of team %i was stunned."), le->team));
			else
				HUD_DisplayMessage(va(_("A member of team %i was killed."), le->team));
			break;
		}
	}

	/**
	 * @todo CHRSH_IsTeamDefRobot: spawn smoke particles for robots
	 */

	CL_ActorPlaySound(le, SND_DEATH);

	VectorCopy(player_dead_maxs, le->maxs);
	if (!LE_IsStunned(le))
		le->contents = CONTENTS_DEADACTOR;
	CL_ActorRemoveFromTeamList(le);

	/* update pathing as we maybe can walk onto the dead actor now */
	CL_ActorConditionalMoveCalc(selActor);
	LE_Unlock(le);
}