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clientBattleScape_s Struct Reference

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_tteamList [MAX_ACTIVETEAM]
 
int numTeamList
 
int numEnemiesSpotted
 
bool eventsBlocked
 
int pnum
 
int actTeam
 
char configstrings [MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS]
 
model_tmodel_draw [MAX_MODELS]
 
const struct cBspModel_smodel_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_tmapData
 
pathing_t pathMap
 
mapTiles_tmapTiles
 
linkedList_tchrList
 

Detailed Description

This is the structure that should be used for data that is needed for tactical missions only.

Note
the client_state_t structure is wiped completely at every server map change
See also
client_static_t

Definition at line 38 of file cl_battlescape.h.

Field Documentation

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().

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]
localModel_t clientBattleScape_s::LMs[MAX_LOCALMODELS]
const struct cBspModel_s* clientBattleScape_s::model_clip[MAX_MODELS]
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::numLMs
int clientBattleScape_s::numMapParticles
Todo:
make this private to the particle code

Definition at line 66 of file cl_battlescape.h.

Referenced by CL_AddMapParticle(), CL_RunMapParticles(), and CL_SpawnParseEntitystring().

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().


The documentation for this struct was generated from the following file: