|
void(* | EA_Command )(int client, const char *command) |
|
void(* | EA_Say )(int client, char *str) |
|
void(* | EA_SayTeam )(int client, char *str) |
|
void(* | EA_Action )(int client, int action) |
|
void(* | EA_Gesture )(int client) |
|
void(* | EA_Talk )(int client) |
|
void(* | EA_ToggleFireState )(int client) |
|
void(* | EA_Attack )(int client, int primarydangerous, int altdangerous) |
|
void(* | EA_Use )(int client) |
|
void(* | EA_Respawn )(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_Crouch )(int client) |
|
void(* | EA_SelectWeapon )(int client, int weapon) |
|
void(* | EA_Jump )(int client) |
|
void(* | EA_DelayedJump )(int client) |
|
void(* | EA_Move )(int client, vec3_t dir, float speed) |
|
void(* | EA_View )(int client, vec3_t viewangles) |
|
void(* | EA_EndRegular )(int client, float thinktime) |
|
void(* | EA_GetInput )(int client, float thinktime, bot_input_t *input) |
|
void(* | EA_ResetInput )(int client) |
|
The documentation for this struct was generated from the following file: