25#include "../../../../client.h"
26#include "../../../cl_localentity.h"
34 const int eventTime = eventTiming->
nextTime;
void LE_AddGrenade(const fireDef_t *fd, int flags, const vec3_t muzzle, const vec3_t v0, int dt, le_t *leVictim)
int CL_ActorDoThrowTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
void CL_ActorDoThrow(const eventRegister_t *self, dbuffer *msg)
Throw item with actor.
const objDef_t * INVSH_GetItemByIDX(int index)
Returns the item that belongs to the given index or nullptr if the index is invalid.
const fireDef_t * FIRESH_GetFiredef(const objDef_t *obj, const weaponFireDefIndex_t weapFdsIdx, const fireDefIndex_t fdIdx)
Get the fire definitions for a given object.
int32_t weaponFireDefIndex_t
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
int NET_ReadShort(dbuffer *buf)
bool S_LoadAndPlaySample(const char *s, const vec3_t origin, float attenuation, float volume)
does what the name implies in just one function to avoid exposing s_sample_t
#define SND_VOLUME_DEFAULT
Struct that defines one particular event with all its callbacks and data.
const char * formatString
The format string that is used to write and parse this event.
CL_ParseEvent timers and vars.
this is a fire definition for our weapons/ammo
Defines all attributes of objects used in the inventory.