/** * @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 when 'target' moves, possibly triggering or resolving reaction fire * @param[in] target The target entity * @param[in] step The number of the step in the move we are checking reactions for * @return true If any shots were (or would be) taken * @sa G_ClientMove */ bool G_ReactionFireOnMovement (Actor* target, int step) { #if DEBUG_RF G_ReactionFirePrintSituation(target); #endif rf.notifyClientOnStep(target, step); /* Check to see whether this resolves any reaction fire */ const bool fired = rf.checkExecution(target, step); /* Check to see whether this triggers any reaction fire */ rf.updateAllTargets(target); return fired; }