コード例 #1
0
/**
 * @brief Turns actor.
 * @param[in] self Pointer to the event structure that is currently executed
 * @param[in] msg The netchannel message
 */
void CL_ActorDoTurn (const eventRegister_t* self, dbuffer* msg)
{
	int entnum, dir;
	NET_ReadFormat(msg, self->formatString, &entnum, &dir);

	/* get le */
	le_t* le = LE_Get(entnum);
	if (!le)
		LE_NotFoundError(entnum);

	if (!LE_IsActor(le))
		Com_Error(ERR_DROP, "Can't turn, LE doesn't exist or is not an actor (number: %i, type: %i)\n",
				entnum, le->type);

	if (LE_IsDead(le))
		Com_Error(ERR_DROP, "Can't turn, actor dead\n");

	le->angle = dir;
	le->angles[YAW] = directionAngles[le->angle];
}
コード例 #2
0
/**
 * @brief Shoot with weapon.
 * @sa CL_ActorShoot
 * @sa CL_ActorShootHidden
 * @todo Improve detection of left- or right animation.
 * @sa EV_ACTOR_SHOOT
 */
void CL_ActorDoShoot (const eventRegister_t* self, dbuffer* msg)
{
	vec3_t muzzle, impact;
	int flags, normal, shooterEntnum, victimEntnum;
	int objIdx;
	int first;
	weaponFireDefIndex_t weapFdsIdx;
	fireDefIndex_t fdIdx;
	int surfaceFlags;
	shoot_types_t shootType;

	/* read data */
	NET_ReadFormat(msg, self->formatString, &shooterEntnum, &victimEntnum, &first, &objIdx, &weapFdsIdx, &fdIdx, &shootType, &flags, &surfaceFlags, &muzzle, &impact, &normal);

	le_t* leVictim;
	if (victimEntnum != SKIP_LOCAL_ENTITY) {
		leVictim = LE_Get(victimEntnum);
		if (!leVictim)
			LE_NotFoundError(victimEntnum);
	} else {
		leVictim = nullptr;
	}

	/* get shooter le */
	le_t* leShooter = LE_Get(shooterEntnum);

	/* get the fire def */
	const objDef_t* obj = INVSH_GetItemByIDX(objIdx);
	const fireDef_t* fd = FIRESH_GetFiredef(obj, weapFdsIdx, fdIdx);

	CL_ActorGetMuzzle(leShooter, muzzle, shootType);

	/* add effect le */
	LE_AddProjectile(fd, flags, muzzle, impact, normal, leVictim);

	/* start the sound */
	if ((first || !fd->soundOnce) && fd->fireSound != nullptr && !(flags & SF_BOUNCED))
		S_LoadAndPlaySample(fd->fireSound, muzzle, fd->fireAttenuation, SND_VOLUME_WEAPONS);

	/* do actor related stuff */
	if (!leShooter)
		return; /* maybe hidden or inuse is false? */

	if (!LE_IsActor(leShooter))
		Com_Error(ERR_DROP, "Can't shoot, LE not an actor (type: %i)", leShooter->type);

	/* no animations for hidden actors */
	if (leShooter->type == ET_ACTORHIDDEN)
		return;

	if (LE_IsDead(leShooter)) {
		Com_DPrintf(DEBUG_CLIENT, "Can't shoot, actor dead or stunned.\n");
		return;
	}

	/* Animate - we have to check if it is right or left weapon usage. */
	if (IS_SHOT_RIGHT(shootType)) {
		R_AnimChange(&leShooter->as, leShooter->model1, LE_GetAnim("shoot", leShooter->right, leShooter->left, leShooter->state));
		R_AnimAppend(&leShooter->as, leShooter->model1, LE_GetAnim("stand", leShooter->right, leShooter->left, leShooter->state));
	} else if (IS_SHOT_LEFT(shootType)) {
		R_AnimChange(&leShooter->as, leShooter->model1, LE_GetAnim("shoot", leShooter->left, leShooter->right, leShooter->state));
		R_AnimAppend(&leShooter->as, leShooter->model1, LE_GetAnim("stand", leShooter->left, leShooter->right, leShooter->state));
	} else if (IS_SHOT_HEADGEAR(shootType)) {
		if (fd->irgoggles) {
			leShooter->state |= RF_IRGOGGLESSHOT;
			if (LE_IsSelected(leShooter))
				refdef.rendererFlags |= RDF_IRGOGGLES;
		}
	} else {
		/* no animation for headgear (yet) */
		Com_Error(ERR_DROP, "CL_ActorDoShoot: Invalid shootType given (entnum: %i, shootType: %i).\n", shootType, shooterEntnum);
	}
}
コード例 #3
0
ファイル: cl_localentity.cpp プロジェクト: yason/ufoai
/**
 * @brief Checks whether the given le is a living actor (but might be hidden)
 * @param[in] le The local entity to perform the check for
 * @sa G_IsLivingActor
 * @sa LE_IsActor
 */
bool LE_IsLivingActor (const le_t* le)
{
	assert(le);
	return LE_IsActor(le) && (LE_IsStunned(le) || !LE_IsDead(le));
}