/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW MP Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /***************************************************************************** * name: be_ea.h * * desc: elementary actions * * *****************************************************************************/ //ClientCommand elementary actions void EA_Say( int client, char *str ); void EA_SayTeam( int client, char *str ); void EA_UseItem( int client, char *it ); void EA_DropItem( int client, char *it ); void EA_UseInv( int client, char *inv ); void EA_DropInv( int client, char *inv ); void EA_Command( int client, char *command ); //regular elementary actions void EA_SelectWeapon( int client, int weapon ); void EA_Attack( int client ); void EA_Reload( int client ); void EA_Respawn( int client ); void EA_Talk( int client ); void EA_Gesture( int client ); void EA_Use( int client ); void EA_Jump( int client ); void EA_DelayedJump( int client ); void EA_Crouch( int client ); void EA_Walk( int client ); void EA_MoveUp( int client ); void EA_MoveDown( int client ); void EA_MoveForward( int client ); void EA_MoveBack( int client ); void EA_MoveLeft( int client ); void EA_MoveRight( int client ); void EA_Move( int client, vec3_t dir, float speed ); void EA_View( int client, vec3_t viewangles ); //send regular input to the server void EA_EndRegular( int client, float thinktime ); void EA_GetInput( int client, float thinktime, bot_input_t *input ); void EA_ResetInput( int client, bot_input_t *init ); //setup and shutdown routines int EA_Setup( void ); void EA_Shutdown( void );