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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>

Public Member Functions | |
| clientBattleScape_s () | |
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.
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inline |
Definition at line 88 of file cl_battlescape.h.
References i, MAX_ACTIVETEAM, MAX_CLIENTS, MAX_CONFIGSTRINGS, MAX_EDICTS, MAX_LOCALMODELS, and MAX_MODELS.
| int clientBattleScape_t::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_t::isOurRound().
| camera_t clientBattleScape_t::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_t::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_t::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_t::configstrings[MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS] |
Definition at line 53 of file cl_battlescape.h.
Referenced by CL_GetConfigString(), and CL_SetConfigString().
| bool clientBattleScape_t::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_t::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_t::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_t::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_t::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_t::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_t::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_t::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_t::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_t::numEnemiesSpotted |
Definition at line 45 of file cl_battlescape.h.
Referenced by CL_ActorAppear(), CL_ActorDie(), and CL_EntPerish().
| int clientBattleScape_t::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_t::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_t::numMapParticles |
Definition at line 66 of file cl_battlescape.h.
Referenced by CL_AddMapParticle(), CL_RunMapParticles(), and CL_SpawnParseEntitystring().
| int clientBattleScape_t::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_t::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_t::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_t::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_t::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_t::started |
match already started?
Definition at line 78 of file cl_battlescape.h.
Referenced by CL_StartMatch_f().
| le_t* clientBattleScape_t::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_t::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().