27 #include "../../common/grid.h"
101 void Grid_DumpWholeClientMap_f(
void);
102 void Grid_DumpClientRoutes_f(
void);
This is the structure that should be used for data that is needed for tactical missions only...
int CL_GetHitProbability(const le_t *actor)
Calculates chance to hit if the actor has a fire mode activated.
char * CL_GetConfigString(int index)
bool CL_OutsideMap(const vec3_t impact, const float delta)
Checks whether give position is still inside the map borders.
char configstrings[MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS]
struct clientBattleScape_s clientBattleScape_t
This is the structure that should be used for data that is needed for tactical missions only...
localModel_t LMs[MAX_LOCALMODELS]
bool CL_BattlescapeRunning(void)
Check whether we already have actors spawned on the battlefield.
const char * leInlineModelList[MAX_EDICTS+1]
le_t * CL_BattlescapeSearchAtGridPos(const pos3_t pos, bool includingStunned, const le_t *actor)
Searches a local entity at the given position.
bool CL_OnBattlescape(void)
Check whether we are in a tactical mission as server or as client. But this only means that we are ab...
model_t * model_draw[MAX_MODELS]
int CL_CountVisibleEnemies(void)
Counts visible enemies on the battlescape.
#define MAX_CONFIGSTRINGS
int CL_GetConfigStringInteger(int index)
const struct cBspModel_s * model_clip[MAX_MODELS]
clientinfo_t clientinfo[MAX_CLIENTS]
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
le_t * teamList[MAX_ACTIVETEAM]
char * CL_SetConfigString(int index, dbuffer *msg)