27#include "../../common/grid.h"
38typedef struct clientBattleScape_s {
96 radarInitialized(false),
108 teamList[
i] =
nullptr;
110 configstrings[
i][0] =
'\0';
112 model_draw[
i] =
nullptr;
113 model_clip[
i] =
nullptr;
116 leInlineModelList[
i] =
nullptr;
140void Grid_DumpWholeClientMap_f(
void);
141void Grid_DumpClientRoutes_f(
void);
bool CL_OutsideMap(const vec3_t impact, const float delta)
Checks whether give position is still inside the map borders.
char * CL_GetConfigString(int index)
int CL_GetHitProbability(const le_t *actor)
Calculates chance to hit if the actor has a fire mode activated.
le_t * CL_BattlescapeSearchAtGridPos(const pos3_t pos, bool includingStunned, const le_t *actor)
Searches a local entity at the given position.
int CL_GetConfigStringInteger(int index)
char * CL_SetConfigString(int index, dbuffer *msg)
int CL_CountVisibleEnemies(void)
Counts visible enemies on the battlescape.
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...
bool CL_BattlescapeRunning(void)
Check whether we already have actors spawned on the battlefield.
#define MAX_CONFIGSTRINGS
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
This is the structure that should be used for data that is needed for tactical missions only.
static mapTiles_t mapTiles