/** * @brief Toggles if the current actor reserves Tus for crouching. */ static void HUD_ToggleCrouchReservation_f (void) { if (!CL_ActorCheckAction(selActor)) return; if (CL_ActorReservedTUs(selActor, RES_CROUCH) >= TU_CROUCH) { /* Reset reserved TUs to 0 */ CL_ActorReserveTUs(selActor, RES_CROUCH, 0); } else { /* Reserve the exact amount for crouching/standing up (if we have enough to do so). */ CL_ActorReserveTUs(selActor, RES_CROUCH, TU_CROUCH); } }
void CL_ActorStateChange (const eventRegister_t *self, struct dbuffer *msg) { le_t *le; int entnum, state; character_t *chr; NET_ReadFormat(msg, self->formatString, &entnum, &state); le = LE_Get(entnum); if (!le) LE_NotFoundError(entnum); if (!LE_IsActor(le)) { Com_Printf("StateChange message ignored... LE is no actor (number: %i, state: %i, type: %i)\n", entnum, state, le->type); return; } /* If standing up or crouching down remove the reserved-state for crouching. */ if (((state & STATE_CROUCHED) && !LE_IsCrouched(le)) || (!(state & STATE_CROUCHED) && LE_IsCrouched(le))) { if (CL_ActorUsableTUs(le) < TU_CROUCH && CL_ActorReservedTUs(le, RES_CROUCH) >= TU_CROUCH) { /* We have not enough non-reserved TUs, * but some reserved for crouching/standing up. * i.e. we only reset the reservation for crouching if it's the very last attempt. */ CL_ActorReserveTUs(le, RES_CROUCH, 0); /* Reset reserved TUs (0 TUs) */ } } /* killed by the server: no animation is played, etc. */ if ((state & STATE_DEAD) && LE_IsLivingActor(le)) { le->state = state; FLOOR(le) = NULL; LE_SetThink(le, NULL); VectorCopy(player_dead_maxs, le->maxs); CL_ActorRemoveFromTeamList(le); return; } else { le->state = state; LE_SetThink(le, LET_StartIdle); } /* save those states that the actor should also carry over to other missions */ chr = CL_ActorGetChr(le); if (!chr) return; chr->state = (le->state & STATE_REACTION); /* change reaction button state */ if (!(le->state & STATE_REACTION)) { UI_ExecuteConfunc("disable_reaction"); } else { UI_ExecuteConfunc("startreaction"); } /* state change may have affected move length */ CL_ActorConditionalMoveCalc(le); }