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); }
/** * @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); }