UFO: Alien Invasion
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cl_main.cpp File Reference

Primary functions for the client. NB: The main() is system-specific and can currently be found in ports/. More...

#include "client.h"
#include "battlescape/cl_localentity.h"
#include "battlescape/events/e_server.h"
#include "battlescape/cl_particle.h"
#include "battlescape/cl_radar.h"
#include "battlescape/cl_actor.h"
#include "battlescape/cl_hud.h"
#include "battlescape/cl_parse.h"
#include "battlescape/events/e_parse.h"
#include "battlescape/cl_view.h"
#include "cl_console.h"
#include "cl_screen.h"
#include "cgame/cl_game.h"
#include "cl_tutorials.h"
#include "cl_tip.h"
#include "cl_team.h"
#include "cl_language.h"
#include "cl_irc.h"
#include "cinematic/cl_sequence.h"
#include "cl_inventory.h"
#include "cl_menu.h"
#include "cl_http.h"
#include "cl_lua.h"
#include "input/cl_joystick.h"
#include "cinematic/cl_cinematic.h"
#include "sound/s_music.h"
#include "sound/s_mumble.h"
#include "web/web_main.h"
#include "renderer/r_main.h"
#include "renderer/r_particle.h"
#include "ui/ui_main.h"
#include "ui/ui_popup.h"
#include "ui/ui_draw.h"
#include "ui/ui_font.h"
#include "ui/ui_nodes.h"
#include "ui/ui_parse.h"
#include "ui/ui_lua.h"
#include "cgame/cl_game_team.h"
#include "../shared/infostring.h"
#include "../shared/parse.h"
#include "../ports/system.h"
Include dependency graph for cl_main.cpp:

Go to the source code of this file.

Functions

void Cmd_ForwardToServer (void)
 adds the current command line as a clc_stringcmd to the client message. things like action, turn, etc, are commands directed to the server, so when they are typed in at the console, they will need to be forwarded.
static void CL_Env_f (void)
 Set or print some environment variables via console command.
static void CL_ForwardToServer_f (void)
static void CL_Quit_f (void)
void CL_Drop (void)
 Ensures the right menu cvars are set after error drop or map change.
static void CL_Reconnect (void)
static void CL_FreeClientStream (void)
static void CL_Connect (void)
static void CL_ClearState (void)
 Called after tactical missions to wipe away the tactical-mission-only data.
void CL_Disconnect (void)
 Sets the cls.state to ca_disconnected and informs the server.
static void CL_ConnectionlessPacket (dbuffer *msg)
 Responses to broadcasts, etc.
static void CL_ReadPackets (void)
static void CL_UserInfo_f (void)
 Prints the current userinfo string to the game console.
static void CL_SpawnSoldiers_f (void)
 Send the clc_teaminfo command to server.
static void CL_StartMatch_f (void)
static bool CL_DownloadUMPMap (const char *tiles)
static bool CL_DownloadMap (const char *map)
static bool CL_CanMultiplayerStart (void)
void CL_RequestNextDownload (void)
static void CL_Precache_f (void)
 The server will send this command right before allowing the client into the server.
static void CL_SetRatioFilter_f (void)
static void CL_ParseActorSkin (const char *name, const char **text)
static int Com_MapDefSort (const void *mapDef1, const void *mapDef2)
void CL_InitAfter (void)
 Init function for clients - called after menu was initialized and ufo-scripts were parsed.
bool CL_ParseClientData (const char *type, const char *name, const char **text)
 Called at client startup.
static void CL_ShowConfigstrings_f (void)
 Print the configstrings to game console.
static void CL_OpenURL_f (void)
 Opens the specified URL and minimizes the game window. You have to specify the whole url including the protocol.
static void CL_InitLocal (void)
 Calls all reset functions for all subsystems like production and research also initializes the cvars and commands.
static void CL_SendChangedUserinfos (void)
 Send the userinfo to the server (and to all other clients) when they changed (CVAR_USERINFO).
static void CL_SendCommand (void)
int CL_GetClientState (void)
void CL_SetClientState (connstate_t state)
 Sets the client state.
void CL_Frame (int now, void *data)
void CL_SlowFrame (int now, void *data)
static void CL_InitMemPools (void)
static void CL_RContextCvarChange (const char *cvarName, const char *oldValue, const char *newValue, void *data)
static void CL_RImagesCvarChange (const char *cvarName, const char *oldValue, const char *newValue, void *data)
void CL_Init (void)
int CL_Milliseconds (void)
void CL_Shutdown (void)
 Saves configuration file and shuts the client systems down.

Variables

cvar_tcl_fps
cvar_tcl_leshowinvis
cvar_tcl_selected
static cvar_tcl_connecttimeout
static cvar_tcl_name
static cvar_tcl_msg
static cvar_tcl_ready
cvar_tcl_teamnum
client_static_t cls
static bool isdown
memPool_tcl_genericPool
memPool_tvid_genericPool
memPool_tvid_imagePool
memPool_tvid_lightPool
memPool_tvid_modelPool
static const value_t actorskin_vals []
 valid actorskin descriptors

Detailed Description

Primary functions for the client. NB: The main() is system-specific and can currently be found in ports/.

Definition in file cl_main.cpp.

Function Documentation

◆ CL_CanMultiplayerStart()

bool CL_CanMultiplayerStart ( void )
static
Returns
true if are a compatible client and nothing else must be downloaded or no downloads are still running, false if the start of the match must get a little bit postponed (running downloads).
Note
throws ERR_DISCONNECT if we are not compatible to the server

Definition at line 550 of file cl_main.cpp.

References _, cl, CL_DownloadMap(), CL_GetConfigString(), CL_GetConfigStringInteger(), CL_PendingHTTPDownloads(), cls, CM_LoadMap(), Com_Error(), Com_GetScriptChecksum(), Com_Printf(), Com_sprintf(), CS_ENTITYSTRING, CS_LIGHTMAP, CS_MAPCHECKSUM, CS_NAME, CS_OBJECTAMOUNT, CS_POSITIONS, CS_TILES, CS_UFOCHECKSUM, CS_VERSION, csi, ERR_DISCONNECT, popupText, Q_streq, SCR_BeginLoadingPlaque(), UFO_VERSION, and UI_Popup().

Referenced by CL_RequestNextDownload().

◆ CL_ClearState()

void CL_ClearState ( void )
static

Called after tactical missions to wipe away the tactical-mission-only data.

See also
CL_ParseServerData
CL_Disconnect
R_ClearScene

Definition at line 235 of file cl_main.cpp.

References cl, CL_ViewCalcFieldOfViewX(), LE_Cleanup(), r_numParticles, RDF_IRGOGGLES, and refdef.

Referenced by CL_Disconnect(), CL_Init(), and CL_SetClientState().

◆ CL_Connect()

void CL_Connect ( void )
static
Note
Only call CL_Connect if there is no connection yet (cls.netStream is nullptr)
See also
CL_Disconnect
CL_SendChangedUserinfos

Definition at line 200 of file cl_main.cpp.

References CL_FreeClientStream(), CL_Milliseconds(), cls, Com_Printf(), Com_SetUserinfoModified(), Cvar_Userinfo(), MAX_INFO_STRING, NET_Connect(), NET_ConnectToLoopBack(), NET_OOB_Printf(), PROTOCOL_VERSION, and SV_CMD_CONNECT.

Referenced by CL_SetClientState().

◆ CL_ConnectionlessPacket()

◆ CL_Disconnect()

void CL_Disconnect ( void )

Sets the cls.state to ca_disconnected and informs the server.

See also
CL_Drop
Note
Goes from a connected state to disconnected state Sends a disconnect message to the server This is also called on Com_Error, so it shouldn't cause any errors

Definition at line 256 of file cl_main.cpp.

References ca_connecting, ca_disconnected, CL_ClearBattlescapeEvents(), CL_ClearState(), CL_SetClientState(), clc_stringcmd, cls, Com_Printf(), Com_ServerState(), GAME_EndBattlescape(), NET_STATE_DISCONNECT, NET_StreamFinished(), NET_Wait(), NET_WriteByte(), NET_WriteMsg(), NET_WriteString(), R_FreeWorldImages(), R_ShutdownModels(), and S_Stop().

Referenced by CL_Drop(), CL_Quit_f(), CL_Reconnect(), GAME_GetImportData(), GAME_SetMode(), and cgame_import_t::void().

◆ CL_DownloadMap()

bool CL_DownloadMap ( const char * map)
static

◆ CL_DownloadUMPMap()

bool CL_DownloadUMPMap ( const char * tiles)
static

Definition at line 498 of file cl_main.cpp.

References CL_CheckOrDownloadFile(), Com_Parse(), Com_sprintf(), MAX_QPATH, MAX_VAR, name, Q_strncpyz(), and va().

Referenced by CL_DownloadMap().

◆ CL_Drop()

void CL_Drop ( void )

Ensures the right menu cvars are set after error drop or map change.

Note
E.g. called after an ERR_DROP was thrown
See also
CL_Disconnect
SV_Map

Definition at line 167 of file cl_main.cpp.

References CL_Disconnect(), GAME_Drop(), and SCR_EndLoadingPlaque().

Referenced by CL_ConnectionlessPacket(), CL_ParseServerMessage(), Com_Error(), GAME_GetImportData(), GAME_HandleResults(), and cgame_import_t::void().

◆ CL_Env_f()

void CL_Env_f ( void )
static

Set or print some environment variables via console command.

See also
Sys_Setenv

Definition at line 122 of file cl_main.cpp.

References Cmd_Argc(), Cmd_Argv(), Com_Printf(), and Sys_Setenv().

Referenced by CL_InitLocal().

◆ CL_ForwardToServer_f()

void CL_ForwardToServer_f ( void )
static

◆ CL_Frame()

◆ CL_FreeClientStream()

void CL_FreeClientStream ( void )
static

Definition at line 189 of file cl_main.cpp.

References cls, and Com_Printf().

Referenced by CL_Connect().

◆ CL_GetClientState()

int CL_GetClientState ( void )

Definition at line 1007 of file cl_main.cpp.

References cls.

Referenced by GAME_GetImportData(), and cgame_import_t::int().

◆ CL_Init()

◆ CL_InitAfter()

void CL_InitAfter ( void )

Init function for clients - called after menu was initialized and ufo-scripts were parsed.

See also
Qcommon_Init

Definition at line 737 of file cl_main.cpp.

References CL_LanguageInit(), CL_ViewPrecacheModels(), CLMN_Init(), Com_MapDefSort(), csi, S_Frame(), S_LoadSamples(), and sv_dedicated.

Referenced by Qcommon_Init().

◆ CL_InitLocal()

◆ CL_InitMemPools()

void CL_InitMemPools ( void )
static

Definition at line 1122 of file cl_main.cpp.

References cl_genericPool, and Mem_CreatePool.

Referenced by CL_Init().

◆ CL_Milliseconds()

◆ CL_OpenURL_f()

void CL_OpenURL_f ( void )
static

Opens the specified URL and minimizes the game window. You have to specify the whole url including the protocol.

Definition at line 838 of file cl_main.cpp.

References Cmd_Argc(), Cmd_Argv(), Com_Printf(), Sys_OpenURL(), and VID_Minimize().

Referenced by CL_InitLocal().

◆ CL_ParseActorSkin()

void CL_ParseActorSkin ( const char * name,
const char ** text )
static

◆ CL_ParseClientData()

bool CL_ParseClientData ( const char * type,
const char * name,
const char ** text )

Called at client startup.

Note
not called for dedicated servers parses all *.ufos that are needed for single- and multiplayer
See also
Com_ParseScripts
CL_ParseScriptSecond
CL_ParseScriptFirst
Note
Nothing here should depends on items, equipments, actors and all other entities that are parsed in Com_ParseScripts (because maybe items are not parsed but e.g. techs would need those parsed items - thus we have to parse e.g. techs at a later stage)
This data is persistent until you shutdown the game
Returns
True if the parsing function succeeded.

Definition at line 770 of file cl_main.cpp.

References CL_ParseActorSkin(), CL_ParseLanguages(), CL_ParseParticle(), CL_ParseSequence(), CL_ParseTipOfTheDay(), GAME_ParseModes(), M_ParseMusic(), name, Q_streq, SCR_DrawLoadingScreen(), TUT_ParseTutorials(), type, UI_ParseAndLoadLuaScript(), UI_ParseComponent(), UI_ParseFont(), UI_ParseSprite(), UI_ParseUIModel(), and UI_ParseWindow().

Referenced by Com_ParseScripts(), and TEST_ParseScript().

◆ CL_Precache_f()

void CL_Precache_f ( void )
static

The server will send this command right before allowing the client into the server.

See also
CL_StartGame
SV_Configstrings_f

Definition at line 639 of file cl_main.cpp.

References CL_RequestNextDownload(), and cls.

Referenced by CL_InitLocal().

◆ CL_Quit_f()

void CL_Quit_f ( void )
static

Definition at line 155 of file cl_main.cpp.

References CL_Disconnect(), and Com_Quit().

Referenced by CL_InitLocal().

◆ CL_RContextCvarChange()

void CL_RContextCvarChange ( const char * cvarName,
const char * oldValue,
const char * newValue,
void * data )
static

Definition at line 1127 of file cl_main.cpp.

References _, data, and UI_DisplayNotice().

Referenced by CL_Init(), and CL_Shutdown().

◆ CL_ReadPackets()

◆ CL_Reconnect()

void CL_Reconnect ( void )
static

Definition at line 177 of file cl_main.cpp.

References ca_connecting, CL_Disconnect(), CL_Milliseconds(), CL_SetClientState(), cls, and Com_Printf().

Referenced by CL_SlowFrame().

◆ CL_RequestNextDownload()

void CL_RequestNextDownload ( void )

◆ CL_RImagesCvarChange()

void CL_RImagesCvarChange ( const char * cvarName,
const char * oldValue,
const char * newValue,
void * data )
static

Definition at line 1132 of file cl_main.cpp.

References _, data, and UI_DisplayNotice().

Referenced by CL_Init(), and CL_Shutdown().

◆ CL_SendChangedUserinfos()

void CL_SendChangedUserinfos ( void )
static

Send the userinfo to the server (and to all other clients) when they changed (CVAR_USERINFO).

See also
CL_Connect

Definition at line 943 of file cl_main.cpp.

References ca_connected, clc_userinfo, cls, Com_IsUserinfoModified(), Com_SetUserinfoModified(), Cvar_Userinfo(), MAX_INFO_STRING, NET_WriteByte(), NET_WriteMsg(), and NET_WriteString().

Referenced by CL_SendCommand().

◆ CL_SendCommand()

◆ CL_SetClientState()

◆ CL_SetRatioFilter_f()

void CL_SetRatioFilter_f ( void )
static
Todo
We should check the ratio list and remove matched resolutions, here it is a hack

Definition at line 646 of file cl_main.cpp.

References Cmd_Argc(), Cmd_Argv(), Com_Error(), Com_Printf(), ERR_FATAL, uiNode_t::invis, uiNode_t::next, OPTION_VIDEO_RESOLUTIONS, OPTIONEXTRADATA, Q_streq, UI_GetOption(), and UI_RegisterOption().

Referenced by CL_InitLocal().

◆ CL_ShowConfigstrings_f()

void CL_ShowConfigstrings_f ( void )
static

Print the configstrings to game console.

See also
SV_PrintConfigStrings_f

Definition at line 816 of file cl_main.cpp.

References CL_GetConfigString(), Com_Printf(), CS_MODELS, CS_POSITIONS, CS_TILES, i, and MAX_CONFIGSTRINGS.

Referenced by CL_InitLocal().

◆ CL_Shutdown()

void CL_Shutdown ( void )

Saves configuration file and shuts the client systems down.

Todo
this is a callback from Sys_Quit and Com_Error. It would be better to run quit through here before the final handoff to the sys code.
See also
Sys_Quit
CL_Init

Definition at line 1219 of file cl_main.cpp.

References CIN_Shutdown(), CL_HTTP_Cleanup(), CL_LanguageShutdown(), CL_RContextCvarChange(), CL_RImagesCvarChange(), CL_ShutdownLua(), CLMN_Shutdown(), Con_SaveConsoleHistory(), Cvar_GetFirst(), CVAR_R_CONTEXT, CVAR_R_IMAGES, Cvar_UnRegisterChangeListener(), GAME_SetMode(), GAME_Shutdown(), GAME_UnloadGame(), Irc_Shutdown(), isdown, Key_WriteBindings(), cvar_t::next, R_Shutdown(), S_Shutdown(), SCR_Shutdown(), SEQ_Shutdown(), TOTD_Shutdown(), and UI_Shutdown().

Referenced by Com_Error(), Com_Quit(), Qcommon_Frame(), and Sys_Quit().

◆ CL_SlowFrame()

void CL_SlowFrame ( int now,
void * data )
See also
CL_Frame

Definition at line 1108 of file cl_main.cpp.

References CL_LanguageTryToSet(), CL_Reconnect(), data, HUD_Update(), Irc_Logic_Frame(), and s_language.

Referenced by Qcommon_Init().

◆ CL_SpawnSoldiers_f()

void CL_SpawnSoldiers_f ( void )
static

Send the clc_teaminfo command to server.

See also
GAME_SendCurrentTeamSpawningInfo

Definition at line 474 of file cl_main.cpp.

References cl, CL_OnBattlescape(), and GAME_SpawnSoldiers().

Referenced by CL_InitLocal().

◆ CL_StartMatch_f()

void CL_StartMatch_f ( void )
static

Definition at line 486 of file cl_main.cpp.

References cl, and GAME_StartMatch().

Referenced by CL_InitLocal().

◆ CL_UserInfo_f()

void CL_UserInfo_f ( void )
static

Prints the current userinfo string to the game console.

See also
SV_UserInfo_f

Definition at line 463 of file cl_main.cpp.

References Com_Printf(), Cvar_Userinfo(), Info_Print(), and MAX_INFO_STRING.

Referenced by CL_InitLocal().

◆ Cmd_ForwardToServer()

void Cmd_ForwardToServer ( void )

adds the current command line as a clc_stringcmd to the client message. things like action, turn, etc, are commands directed to the server, so when they are typed in at the console, they will need to be forwarded.

adds the current command line as a clc_stringcmd to the client message. things like godmode, noclip, etc, are commands directed to the server, so when they are typed in at the console, they will need to be forwarded.

Definition at line 98 of file cl_main.cpp.

References dbuffer::add(), ca_connected, clc_stringcmd, cls, Cmd_Argc(), Cmd_Args(), Cmd_Argv(), Com_Printf(), NET_WriteByte(), and NET_WriteMsg().

Referenced by Cmd_ExecuteString(), and Cmd_vExecuteString().

◆ Com_MapDefSort()

int Com_MapDefSort ( const void * mapDef1,
const void * mapDef2 )
static
See also
FS_MapDefSort

Definition at line 719 of file cl_main.cpp.

References Q_StringSort().

Referenced by CL_InitAfter().

Variable Documentation

◆ actorskin_vals

const value_t actorskin_vals[]
static
Initial value:
= {
{"name", V_STRING, offsetof(actorSkin_t, name), 0},
{"singleplayer", V_BOOL, offsetof(actorSkin_t, singleplayer), MEMBER_SIZEOF(actorSkin_t, singleplayer)},
{"multiplayer", V_BOOL, offsetof(actorSkin_t, multiplayer), MEMBER_SIZEOF(actorSkin_t, multiplayer)},
{nullptr, V_NULL, 0, 0}
}
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
Definition r_gl.h:110
@ V_BOOL
Definition scripts.h:50
@ V_NULL
Definition scripts.h:49
@ V_STRING
Definition scripts.h:58
#define MEMBER_SIZEOF(TYPE, MEMBER)
Definition scripts.h:34

valid actorskin descriptors

Definition at line 693 of file cl_main.cpp.

Referenced by CL_ParseActorSkin().

◆ cl_connecttimeout

cvar_t* cl_connecttimeout
static

Definition at line 75 of file cl_main.cpp.

Referenced by CL_InitLocal(), and CL_SendCommand().

◆ cl_fps

cvar_t* cl_fps

Definition at line 71 of file cl_main.cpp.

Referenced by CL_InitLocal(), and SCR_UpdateScreen().

◆ cl_genericPool

◆ cl_leshowinvis

cvar_t* cl_leshowinvis

Definition at line 72 of file cl_main.cpp.

Referenced by CL_InitLocal().

◆ cl_msg

cvar_t* cl_msg
static

Definition at line 79 of file cl_main.cpp.

Referenced by CL_InitLocal().

◆ cl_name

cvar_t* cl_name
static

Definition at line 78 of file cl_main.cpp.

Referenced by CL_InitLocal().

◆ cl_ready

cvar_t* cl_ready
static

Definition at line 80 of file cl_main.cpp.

Referenced by CL_InitLocal().

◆ cl_selected

◆ cl_teamnum

cvar_t* cl_teamnum

Definition at line 81 of file cl_main.cpp.

Referenced by CL_InitLocal(), and SP_worldspawn().

◆ cls

Definition at line 83 of file cl_main.cpp.

Referenced by CL_ActorAddToTeamList(), CL_ActorAppear(), CL_ActorAppearTime(), CL_ActorCheckAction(), CL_ActorCleanup(), CL_ActorConfirmAction_f(), CL_ActorDie(), CL_ActorDoShootTime(), CL_ActorGetMuzzle(), CL_ActorMoveMouse(), CL_ActorRevitalised(), CL_ActorStartShoot(), CL_ActorStateChange(), CL_AddActor(), CL_AddTargetingBox(), CL_AddUGV(), CL_AllocateActorSkin(), CL_CameraMove(), CL_CancelHTTPDownloads(), CL_CanMultiplayerStart(), CL_CheckAndQueueDownload(), CL_Connect(), CL_ConnectionlessPacket(), CL_CountVisibleEnemies(), CL_Disconnect(), CL_DoEndRound(), CL_EntPerish(), CL_ExecuteBattlescapeEvent(), CL_FinishHTTPDownload(), CL_ForwardToServer_f(), CL_Frame(), CL_FreeClientStream(), CL_GenerateCharacter(), CL_GetActorSkinByIDS(), CL_GetActorSkinCount(), CL_GetClientState(), CL_GetFreeDLHandle(), CL_GetPlayerNum(), CL_HTTP_Cleanup(), CL_HTTP_Progress(), CL_Init(), CL_InitLocal(), CL_InvAdd(), CL_InvAmmo(), CL_InvDel(), CL_InvReload(), CL_Milliseconds(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_NextRound_f(), CL_OnBattlescape(), CL_ParseResults(), CL_ParseServerMessage(), CL_ParticleRun2(), CL_PendingHTTPDownloads(), CL_Precache_f(), CL_PrevAlien_f(), CL_QueueHTTPDownload(), CL_ReadPackets(), CL_Reconnect(), CL_RequestNextDownload(), CL_Reset(), CL_ReVerifyHTTPQueue(), CL_RunHTTPDownloads(), CL_SendChangedUserinfos(), CL_SendCommand(), CL_SetClientState(), CL_SetHTTPServer(), CL_SoundEvent(), CL_StartHTTPDownload(), CL_StartNextHTTPDownload(), CL_TargetingStraight(), CL_ViewPrecacheModels(), CL_ViewRender(), Cmd_ForwardToServer(), Con_Close(), Con_DrawInput(), Con_ToggleChat_f(), Con_ToggleConsole_f(), uiRadarNode::draw(), GAME_AppendTeamMember(), GAME_AutoTeam(), GAME_CollectItems(), GAME_DestroyInventory(), GAME_EndBattlescape(), GAME_EquipActor(), GAME_Frame(), GAME_GetCGameAPI(), GAME_GetCurrentSelectedMap(), GAME_GetCurrentTeam(), GAME_GetCurrentType(), GAME_GetNextUniqueCharacterNumber(), GAME_InitializeBattlescape(), GAME_LoadCharacter(), GAME_LoadDefaultTeam(), GAME_LoadInventory(), GAME_LoadTeam_f(), GAME_NET_OOB_Printf2(), GAME_RemoveFromInventory(), GAME_SetMode(), GAME_SetNextUniqueCharacterNumber(), GAME_SetServerInfo(), GAME_Spawn(), GAME_SpawnSoldiers(), GAME_StartMatch(), GAME_SwitchCurrentSelectedMap(), GAME_UnloadGame(), HUD_DisplayActions(), HUD_Update(), IN_Frame(), IN_Parse(), IN_ToggleFullscreen(), INV_MoveItem(), INV_UnloadWeapon(), Key_Event(), Key_SetDest(), LE_CenterView(), LE_Cleanup(), LE_PlaceItem(), LE_Think(), LET_StartPathMove(), LM_AddToSceneOrder(), MSG_Write_PA(), R_EndFrame(), R_InitGraphics(), R_SetSDLIcon(), ResetInventoryList(), Rimp_Shutdown(), S_MumbleUpdate(), SCR_BeginLoadingPlaque(), SCR_DrawCursor(), SCR_DrawDownloading(), SCR_DrawLoading(), SCR_EndLoadingPlaque(), SCR_RunConsole(), SCR_TimeRefresh_f(), SCR_UpdateScreen(), SEQ_Render2D(), SEQ_Render3D(), SEQ_SetCamera(), CampaignTest::SetUpTestCase(), FootStepTest::SetUpTestCase(), MapDefMassRMATest::SetUpTestCase(), MapDefStatsTest::SetUpTestCase(), MapDefTest::SetUpTestCase(), ParticleTest::SetUpTestCase(), ScriptTest::SetUpTestCase(), UI_ContainerNodeUpdateEquipment(), UI_DrawModelNode(), UI_DrawModelNodeWithUIModel(), UI_EnableFlashing(), UI_MapInfo(), UI_MapInfoGetNext(), UI_MaterialEditorStart_f(), UI_RadarNodeGetActorColor(), UI_SelectMap_f(), and VID_Minimize().

◆ isdown

bool isdown
static

Definition at line 84 of file cl_main.cpp.

Referenced by CL_Init(), and CL_Shutdown().

◆ vid_genericPool

memPool_t* vid_genericPool

also holds all the static models

Definition at line 87 of file cl_main.cpp.

Referenced by CIN_OGM_OpenCinematic(), CIN_ROQ_OpenCinematic(), R_SphereGenerate(), and VID_Init().

◆ vid_imagePool

◆ vid_lightPool

memPool_t* vid_lightPool

lightmap - wiped with every new map

Definition at line 89 of file cl_main.cpp.

Referenced by R_BeginBuildingLightmaps(), R_BuildDefaultLightmap(), R_BuildLightmap(), R_ModLoadLighting(), R_ShutdownModels(), and VID_Init().

◆ vid_modelPool