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serverInstanceGame_s Struct Reference

Struct that is only valid for one map. It's deleted on every map load. More...

#include <server.h>

Data Fields

server_state_t state
 
char name [MAX_QPATH]
 
char assembly [MAX_QPATH]
 
struct cBspModel_smodels [MAX_MODELS]
 
bool endgame
 
bool spawned
 
bool started
 
char configstrings [MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS]
 
dbuffermessageBuffer
 
pending_event_t pendingEvent
 
pending_event_t eventQueue [64]
 
int eventQueuePos
 
mapData_t mapData
 
mapTiles_t mapTiles
 
sv_model_t svModels [MAX_MOD_KNOWN]
 
unsigned int numSVModels
 
sv_edict_t edicts [MAX_EDICTS]
 
worldSector_t worldSectors [AREA_NODES]
 
unsigned int numWorldSectors
 
memPool_tgameSysPool
 

Detailed Description

Struct that is only valid for one map. It's deleted on every map load.

Definition at line 106 of file server.h.

Field Documentation

char serverInstanceGame_s::assembly[MAX_QPATH]

random map assembly name

Definition at line 110 of file server.h.

Referenced by SV_Frame(), SV_Map(), and SV_NextMapcycle().

char serverInstanceGame_s::configstrings[MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS]

Definition at line 117 of file server.h.

Referenced by SV_GetConfigString(), and SV_SetConfigString().

sv_edict_t serverInstanceGame_s::edicts[MAX_EDICTS]

Definition at line 130 of file server.h.

Referenced by SV_GetEventEdict(), and SV_GetServerDataForEdict().

bool serverInstanceGame_s::endgame

Definition at line 113 of file server.h.

Referenced by SV_Frame(), SV_RunGameFrame(), and SV_RunGameFrameThread().

pending_event_t serverInstanceGame_s::eventQueue[64]
int serverInstanceGame_s::eventQueuePos
memPool_t* serverInstanceGame_s::gameSysPool

the mempool for the game lib

Definition at line 134 of file server.h.

Referenced by SV_FreeTags(), SV_InitGameProgs(), SV_ShutdownGameProgs(), and SV_TagAlloc().

dbuffer* serverInstanceGame_s::messageBuffer

the message buffer that was received from the client.

Definition at line 119 of file server.h.

Referenced by SV_ExecuteClientMessage(), SV_ReadAngle(), SV_ReadByte(), SV_ReadChar(), SV_ReadData(), SV_ReadDir(), SV_ReadFormat(), SV_ReadGPos(), SV_ReadLong(), SV_ReadPos(), SV_ReadShort(), and SV_ReadString().

struct cBspModel_s* serverInstanceGame_s::models[MAX_MODELS]

Definition at line 111 of file server.h.

Referenced by SV_HullForEntity(), and SV_Map().

char serverInstanceGame_s::name[MAX_QPATH]

map name

Definition at line 109 of file server.h.

Referenced by SV_Frame(), SV_Map(), SV_NextMapcycle(), SV_Status_f(), and SVC_Info().

unsigned int serverInstanceGame_s::numSVModels

Definition at line 129 of file server.h.

Referenced by SV_LoadModelAABB(), and SV_Shutdown().

unsigned int serverInstanceGame_s::numWorldSectors

Definition at line 132 of file server.h.

Referenced by SV_CreateWorldSector().

bool serverInstanceGame_s::spawned

set when the actors have spawned - no further connections are allowed in this case

Definition at line 114 of file server.h.

Referenced by SV_CheckSpawnSoldiers(), SV_CheckStartMatch(), and SVC_DirectConnect().

bool serverInstanceGame_s::started

set when the match has started

Definition at line 115 of file server.h.

Referenced by SV_CheckStartMatch(), and SVC_DirectConnect().

server_state_t serverInstanceGame_s::state

precache commands are only valid during load

Definition at line 107 of file server.h.

Referenced by Com_SetServerState(), SV_GetServerState(), SV_RunGameFrame(), and SV_SetServerState().

sv_model_t serverInstanceGame_s::svModels[MAX_MOD_KNOWN]

Definition at line 128 of file server.h.

Referenced by SV_LoadModelAABB(), and SV_Shutdown().

worldSector_t serverInstanceGame_s::worldSectors[AREA_NODES]

Definition at line 131 of file server.h.

Referenced by SV_AreaEdicts(), SV_CreateWorldSector(), and SV_LinkEdict().


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