UFO: Alien Invasion
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This is the structure that should be used for data that is needed for tactical missions only. More...
#include <cl_battlescape.h>
Data Fields | |
int | time |
camera_t | cam |
le_t * | teamList [MAX_ACTIVETEAM] |
int | numTeamList |
int | numEnemiesSpotted |
bool | eventsBlocked |
int | pnum |
int | actTeam |
char | configstrings [MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS] |
model_t * | model_draw [MAX_MODELS] |
const struct cBspModel_s * | model_clip [MAX_MODELS] |
bool | radarInitialized |
clientinfo_t | clientinfo [MAX_CLIENTS] |
int | mapMaxLevel |
int | numMapParticles |
int | numLMs |
localModel_t | LMs [MAX_LOCALMODELS] |
int | numLEs |
le_t | LEs [MAX_EDICTS] |
const char * | leInlineModelList [MAX_EDICTS+1] |
bool | spawned |
bool | started |
mapData_t * | mapData |
pathing_t | pathMap |
mapTiles_t * | mapTiles |
linkedList_t * | chrList |
This is the structure that should be used for data that is needed for tactical missions only.
Definition at line 38 of file cl_battlescape.h.
int clientBattleScape_s::actTeam |
the currently active team (in this round)
Definition at line 51 of file cl_battlescape.h.
Referenced by CL_ActorConfirmAction(), CL_DoEndRound(), CL_Reset(), and client_static_s::isOurRound().
camera_t clientBattleScape_s::cam |
Definition at line 41 of file cl_battlescape.h.
Referenced by CL_BattlescapeMouseDragging(), CL_CameraMove(), CL_CameraRoute(), CL_CameraZoomIn(), CL_CameraZoomOut(), CL_CamSetAngles_f(), CL_CamSetZoom_f(), CL_CenterCameraIntoMap_f(), CL_CheckCameraRoute(), CL_ClampCamToMap(), CL_ClearState(), CL_GetWorldCoordsUnderMouse(), CL_MoveView(), CL_SoundEvent(), CL_StartGame(), CL_ViewCalcFieldOfViewX(), CL_ViewCenterAtGridPosition(), CL_ViewUpdateRenderData(), LE_CenterView(), uiRadarNode::onCapturedMouseMove(), S_Frame(), S_SpatializeChannel(), and SEQ_SetCamera().
linkedList_t* clientBattleScape_s::chrList |
the list of characters that are used as team in the currently running tactical mission
Definition at line 86 of file cl_battlescape.h.
Referenced by CL_ActorGetChr(), GAME_SetMode(), GAME_SpawnSoldiers(), and GAME_StartMatch().
clientinfo_t clientBattleScape_s::clientinfo[MAX_CLIENTS] |
client info of all connected clients
Definition at line 61 of file cl_battlescape.h.
Referenced by CL_ParseClientinfo(), and CL_PlayerGetName().
char clientBattleScape_s::configstrings[MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS] |
Definition at line 53 of file cl_battlescape.h.
Referenced by CL_GetConfigString(), and CL_SetConfigString().
bool clientBattleScape_s::eventsBlocked |
if the client interrupts the event execution, this is true
Definition at line 47 of file cl_battlescape.h.
Referenced by CL_AreBattlescapeEventsBlocked(), and CL_BlockBattlescapeEvents().
const char* clientBattleScape_s::leInlineModelList[MAX_EDICTS+1] |
Definition at line 74 of file cl_battlescape.h.
Referenced by CL_ActorMouseTrace(), CL_GetWorldCoordsUnderMouse(), CL_GridRecalcRouting(), and LE_GenerateInlineModelList().
le_t clientBattleScape_s::LEs[MAX_EDICTS] |
Definition at line 72 of file cl_battlescape.h.
Referenced by CL_CompleteRecalcRouting(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_PrevAlien_f(), LE_Add(), LE_AddToScene(), LE_Cleanup(), and LE_GetNext().
localModel_t clientBattleScape_s::LMs[MAX_LOCALMODELS] |
Definition at line 69 of file cl_battlescape.h.
Referenced by LM_AddModel(), LM_AddToSceneOrder(), LM_Find(), LM_GetByID(), LM_Register(), and LM_Think().
mapData_t* clientBattleScape_s::mapData |
Definition at line 80 of file cl_battlescape.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorConditionalMoveCalc(), CL_ActorMouseTrace(), CL_ActorMoveMode(), CL_ActorStandCrouch_f(), CL_ActorTraceMove(), CL_AddPathingBox(), CL_AddTargetingBox(), CL_BattlescapeRadarMapInFrameBuffer(), CL_CanMultiplayerStart(), CL_CenterCameraIntoMap_f(), CL_ClampCamToMap(), CL_DisplayFloorArrows(), CL_DisplayObstructionArrows(), CL_EntAppear(), CL_GridRecalcRouting(), CL_OutsideMap(), CL_RequestNextDownload(), CL_SpawnParseEntitystring(), CL_TargetingGrenade(), CL_TargetingStraight(), uiRadarNode::draw(), HUD_MapDebugCursor(), LE_ActorGetStepTime(), LE_PlaceItem(), LET_PathMove(), uiRadarNode::onCapturedMouseMove(), UI_BuildRadarImageList(), UI_InitRadar(), and Weather::update().
int clientBattleScape_s::mapMaxLevel |
Definition at line 63 of file cl_battlescape.h.
Referenced by CL_BattlescapeRadarGenerateAll(), CL_CvarWorldLevel(), CL_LevelUp_f(), CL_SpawnParseEntitystring(), CL_TargetingGrenade(), CL_TargetingStraight(), GAME_StartBattlescape(), HUD_Update(), PTL_Trace(), SP_worldspawn(), and Weather::update().
mapTiles_t* clientBattleScape_s::mapTiles |
Definition at line 84 of file cl_battlescape.h.
Referenced by CL_ActorMouseTrace(), CL_AddBrushModel(), CL_CanMultiplayerStart(), CL_ClipMoveToLEs(), CL_GetWorldCoordsUnderMouse(), CL_GridRecalcRouting(), CL_HullForEntity(), CL_ParseConfigString(), CL_RequestNextDownload(), CL_TestLine(), CL_Trace(), CL_ViewLoadMedia(), CL_ViewRender(), LET_RotateDoor(), LET_SlideDoor(), and SEQ_Render3D().
const struct cBspModel_s* clientBattleScape_s::model_clip[MAX_MODELS] |
Definition at line 57 of file cl_battlescape.h.
Referenced by CL_Explode(), CL_ParseConfigString(), CL_ViewLoadMedia(), and LE_GetClipModel().
model_t* clientBattleScape_s::model_draw[MAX_MODELS] |
locally derived information from server state
Definition at line 56 of file cl_battlescape.h.
Referenced by CL_ParseConfigString(), CL_ViewLoadMedia(), and LE_GetDrawModel().
int clientBattleScape_s::numEnemiesSpotted |
Definition at line 45 of file cl_battlescape.h.
Referenced by CL_ActorAppear(), CL_ActorDie(), and CL_EntPerish().
int clientBattleScape_s::numLEs |
Definition at line 71 of file cl_battlescape.h.
Referenced by CL_CompleteRecalcRouting(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_PrevAlien_f(), LE_Add(), LE_AddToScene(), LE_Cleanup(), and LE_GetNext().
int clientBattleScape_s::numLMs |
Definition at line 68 of file cl_battlescape.h.
Referenced by CL_SpawnParseEntitystring(), LM_AddModel(), LM_AddToSceneOrder(), LM_Find(), LM_GetByID(), LM_Register(), and LM_Think().
int clientBattleScape_s::numMapParticles |
Definition at line 66 of file cl_battlescape.h.
Referenced by CL_AddMapParticle(), CL_RunMapParticles(), and CL_SpawnParseEntitystring().
int clientBattleScape_s::numTeamList |
Definition at line 44 of file cl_battlescape.h.
Referenced by CL_ActorAddToTeamList(), CL_ActorGetFromCharacter(), CL_ActorGetNumber(), CL_ActorRemoveFromTeamList(), CL_ActorSelectList(), CL_ActorSelectNext(), CL_ActorSelectPrev(), CL_Reset(), CL_StartGame(), and HUD_Update().
pathing_t clientBattleScape_s::pathMap |
This is where the data for TUS used to move and actor locations go
Definition at line 82 of file cl_battlescape.h.
Referenced by CL_ActorConditionalMoveCalc(), CL_ActorMaximumMove(), CL_ActorMoveLength(), CL_ActorMoveMode(), CL_ActorTraceMove(), and HUD_MapDebugCursor().
int clientBattleScape_s::pnum |
server state information player num you have on the server
Definition at line 50 of file cl_battlescape.h.
Referenced by CL_ActorAddToTeamList(), CL_ActorConfirmAction(), CL_ActorSelect(), CL_ActorStats(), CL_AddActor(), CL_AddTargetingBox(), CL_AddUGV(), CL_ParseServerData(), and CL_Reset().
bool clientBattleScape_s::radarInitialized |
every radar image (for every level [1-8]) is loaded
Definition at line 59 of file cl_battlescape.h.
Referenced by uiRadarNode::draw().
bool clientBattleScape_s::spawned |
soldiers already spawned? This is only true if we are already on battlescape but our team is not yet spawned
Definition at line 76 of file cl_battlescape.h.
Referenced by CL_BattlescapeRunning(), CL_SpawnSoldiers_f(), and CL_StartMatch_f().
bool clientBattleScape_s::started |
match already started?
Definition at line 78 of file cl_battlescape.h.
Referenced by CL_StartMatch_f().
le_t* clientBattleScape_s::teamList[MAX_ACTIVETEAM] |
Definition at line 43 of file cl_battlescape.h.
Referenced by CL_ActorAddToTeamList(), CL_ActorGetFromCharacter(), CL_ActorGetNumber(), CL_ActorRemoveFromTeamList(), CL_ActorSelectList(), CL_ActorSelectNext(), CL_ActorSelectPrev(), CL_StartGame(), GAME_InitializeBattlescape(), and HUD_ActorSelectionChangeListener().
int clientBattleScape_s::time |
this is the time value that the client is rendering at. always <= cls.realtime
Definition at line 39 of file cl_battlescape.h.
Referenced by CL_ActorConfirmAction_f(), CL_ActorDieTime(), CL_ActorDoMove(), CL_ActorEndShootTime(), CL_AddMapParticle(), CL_AddTargetingBox(), CL_CameraMove(), CL_EntAppearTime(), CL_ExplodeTime(), CL_Frame(), CL_GetEventTime(), CL_InvAddTime(), CL_InvDelTime(), CL_LogEvent(), CL_ParseEvent(), CL_ParticleAppearTime(), CL_ParticleRun2(), CL_ParticleSpawn(), CL_ParticleSpawnEventTime(), CL_RunMapParticles(), CL_ViewUpdateRenderData(), LE_AddEdictHighlight(), LE_AddGrenade(), LE_AddProjectile(), LET_BrushModel(), LET_PathMove(), LET_Projectile(), R_RenderFrame(), SEQ_Execute(), and SEQ_InitContext().