コード例 #1
0
/**
 * @brief Called whenever an entity disappears from view
 * @sa CL_EntAppear
 */
void CL_EntPerish (const eventRegister_t *self, struct dbuffer *msg)
{
	int		entnum;
	int		type;
	le_t	*le, *actor;

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

	le = LE_Get(entnum);

	if (!le)
		LE_NotFoundWithTypeError(entnum, type);

	switch (le->type) {
	case ET_ITEM:
		cls.i.EmptyContainer(&cls.i, &le->i, INVDEF(csi.idFloor));

		/* search owners (there can be many, some of them dead) */
		actor = NULL;
		while ((actor = LE_GetNextInUse(actor))) {
			if ((actor->type == ET_ACTOR || actor->type == ET_ACTOR2x2)
			 && VectorCompare(actor->pos, le->pos)) {
				Com_DPrintf(DEBUG_CLIENT, "CL_EntPerish: le of type ET_ITEM hidden\n");
				FLOOR(actor) = NULL;
			}
		}
		break;
	case ET_ACTOR:
	case ET_ACTOR2x2:
		cls.i.DestroyInventory(&cls.i, &le->i);
		break;
#ifdef DEBUG
	case ET_ACTORHIDDEN:
		Com_DPrintf(DEBUG_CLIENT, "CL_EntPerish: It should not happen that we perish a hidden actor\n");
		return;
#endif
	case ET_PARTICLE:
		CL_ParticleFree(le->ptl);
		le->ptl = NULL;
		break;
	case ET_BREAKABLE:
	case ET_DOOR:
	case ET_DOOR_SLIDING:
		break;
	default:
		break;
	}

	le->invis = qtrue;
	/* decrease the count of spotted aliens (also stunned) */
	cl.numEnemiesSpotted = CL_CountVisibleEnemies();
}
コード例 #2
0
ファイル: e_event_entperish.cpp プロジェクト: ufoai/ufoai
/**
 * @brief Called whenever an entity disappears from view
 * @sa CL_EntAppear
 */
void CL_EntPerish (const eventRegister_t* self, dbuffer* msg)
{
    int		entnum;
    int		type;

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

    le_t* le = LE_Get(entnum);

    if (!le)
        LE_NotFoundWithTypeError(entnum, type);

    le_t* actor = nullptr;
    switch (le->type) {
    case ET_ITEM:
        cls.i.emptyContainer(&le->inv, CID_FLOOR);

        /* search owners (there can be many, some of them dead) */
        while ((actor = LE_GetNextInUse(actor))) {
            if ((actor->type == ET_ACTOR || actor->type == ET_ACTOR2x2)
                    && VectorCompare(actor->pos, le->pos)) {
                Com_DPrintf(DEBUG_CLIENT, "CL_EntPerish: le of type ET_ITEM hidden\n");
                actor->resetFloor();
            }
        }
        break;
    case ET_ACTOR:
    case ET_ACTOR2x2:
        if (!cls.isOurRound() && le->team != TEAM_CIVILIAN)
            LE_CenterView(le);
        cls.i.destroyInventory(&le->inv);
        if (le->ptl) {
            CL_ParticleFree(le->ptl);
            le->ptl = nullptr;
        }
        /* Clear anim data to prevent actor "jumping" to new animation when it reappears, or worse animation issues. */
        OBJZERO(le->as);
        break;
#ifdef DEBUG
    case ET_ACTORHIDDEN:
        Com_DPrintf(DEBUG_CLIENT, "CL_EntPerish: It should not happen that we perish a hidden actor\n");
        return;
#endif
    case ET_PARTICLE:
        if (le->ptl) {
            CL_ParticleFree(le->ptl);
            le->ptl = nullptr;
        } else {
            Com_Printf("CL_EntPerish: Particle is nullptr for entnum %i!\n", entnum);
        }
        break;
    case ET_BREAKABLE:
    case ET_DOOR:
    case ET_DOOR_SLIDING:
        break;
    default:
        break;
    }

    le->flags |= LE_INVISIBLE;
    /* decrease the count of spotted aliens (also stunned) */
    cl.numEnemiesSpotted = CL_CountVisibleEnemies();
    Cvar_SetValue("mn_numaliensspotted", cl.numEnemiesSpotted);
}