25#include "../../../../client.h"
26#include "../../../cl_localentity.h"
27#include "../../../cl_actor.h"
83 if (closest !=
nullptr) {
le_t * CL_ActorGetClosest(const vec3_t origin, int team)
Returns the actor that is closest to the given origin.
bool LE_IsLivingActor(const le_t *le)
Checks whether the given le is a living actor (but might be hidden)
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
#define LE_IsBreakable(le)
#define LE_NotFoundError(entnum)
void Com_DPrintf(int level, const char *fmt,...)
A Com_Printf that only shows up if the "developer" cvar is set.
void CL_SoundEvent(const eventRegister_t *self, dbuffer *msg)
Play a sound on the client side.
int CL_SoundEventTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
const char * CL_ConvertSoundFromEvent(char *sound, size_t size)
Some sound strings may end on a '+' to indicate to use a random sound which can be identified by repl...
int CL_GetStepTime(const eventTiming_t *eventTiming, const le_t *le, int step)
Calculates the time when the given step was executed in the event chain.
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
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.
#define VectorCopy(src, dest)