60 bool G_ClientConnect(Player* player,
char* userinfo,
size_t userinfoSize);
bool G_ClientGetWeaponFromInventory(Actor *actor)
Retrieve or collect a loaded weapon from any linked container for the actor's right hand...
int G_ClientAction(Player &player)
The client sent us a message that he did something. We now execute the related function(s) and notify...
bool G_ClientCanReload(Actor *actor, containerIndex_t containerID)
Returns true if actor can reload weapon.
void G_SendInvisible(const Player &player)
This function sends all the actors to the client that are not visible initially - this is needed beca...
bool G_ClientIsReady(const Player *player)
void G_ClientInitActorStates(const Player &player)
This is called after the actors are spawned and will set actor states without consuming TUs...
unsigned int playermask_t
bool G_ActionCheckForCurrentTeam2(const Player &player, Edict *ent, int TU)
void G_ClientPrintf(const Player &player, int printlevel, const char *fmt,...) __attribute__((format(__printf__
bool G_ActionCheckForReaction(const Player &player, Actor *actor, int TU)
Checks whether the requested action is possible.
bool G_SetTeamForPlayer(Player &player, const int team)
Set the used team for the given player.
bool G_ClientConnect(Player *player, char *userinfo, size_t userinfoSize)
Checks whether the connection is valid or invalid and set some user info keys.
Player * G_PlayerGetNextActiveAI(Player *lastPlayer)
Iterate through the list of players.
playermask_t G_TeamToPM(int team)
Generates the player bit mask for a given team.
Player * G_PlayerGetNextAI(Player *lastPlayer)
Iterate through the list of players.
bool G_ClientUseEdict(const Player &player, Actor *actor, Edict *door)
This function 'uses' the edict. E.g. it opens the door when the player wants it to open...
void G_ClientStateChange(const Player &player, Actor *actor, int reqState, bool checkaction)
Changes the state of a player/soldier.
Actor * G_ClientGetFreeSpawnPointForActorSize(const Player &player, const actorSizeEnum_t actorSize)
Searches a free spawning point for a given actor size and turns it into an actor. ...
void G_ClientTeamInfo(const Player &player)
The client lets the server spawn the actors for a given player by sending their information (models...
Local definitions for game module.
int G_ClientGetTeamNum(const Player &player)
Returns the assigned team number of the player.
bool G_ClientBegin(Player &player)
This functions starts the client.
void G_AppearPerishEvent(playermask_t player_mask, bool appear, Edict &check, const Edict *ent)
Send the appear or perish event to the affected clients.
int G_GetActiveTeam(void)
Returns the current active team to the server.
Player * G_PlayerGetNextHuman(Player *lastPlayer)
Iterate through the list of players.
void G_ResetClientData(void)
Called after every player has joined.
bool G_ActionCheckForCurrentTeam(const Player &player, Actor *ent, int TU)
Checks whether the requested action is possible for the current active team.
void G_ClientStartMatch(Player &player)
Sets the team, init the TU and sends the player stats.
void G_ClientDisconnect(Player &player)
teammask_t G_PMToVis(playermask_t playerMask)
Converts player mask to vis mask.
playermask_t G_VisToPM(teammask_t teamMask)
Converts vis mask to player mask.
Player * G_PlayerGetNextActiveHuman(Player *lastPlayer)
Iterate through the list of players.
void void G_GiveTimeUnits(int team)
Network function to update the time units (TUs) for each team-member.
int G_ClientGetTeamNumPref(const Player &player)
Returns the preferred team number for the player.
void format(__printf__, 1, 2)))
void G_ClientUserinfoChanged(Player &player, const char *userinfo)
called whenever the player updates a userinfo variable.