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.
Battlescape grid functions.
#define MAX_CONFIGSTRINGS
This is the structure that should be used for data that is needed for tactical missions only.
char configstrings[MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS]
le_t * teamList[MAX_ACTIVETEAM]
const char * leInlineModelList[MAX_EDICTS+1]
model_t * model_draw[MAX_MODELS]
const struct cBspModel_s * model_clip[MAX_MODELS]
clientinfo_t clientinfo[MAX_CLIENTS]
localModel_t LMs[MAX_LOCALMODELS]