UFO: Alien Invasion
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client.h File Reference

Primary header for client. More...

#include "cl_shared.h"
#include "cl_renderer.h"
#include "cl_video.h"
#include "cl_team.h"
#include "sound/s_main.h"
#include "input/cl_input.h"
#include "input/cl_keys.h"
#include "battlescape/cl_camera.h"
#include "battlescape/cl_localentity.h"
#include "battlescape/cl_battlescape.h"
#include "../game/inventory.h"
#include "renderer/r_model.h"
#include "../common/http.h"
Include dependency graph for client.h:

Go to the source code of this file.

Data Structures

struct  client_static_t
 Not cleared on a map change (static data). More...

Functions

int CL_GetClientState (void)
void CL_SetClientState (connstate_t state)
 Sets the client state.
void CL_Disconnect (void)
 Sets the cls.state to ca_disconnected and informs the server.
void CL_Init (void)

Variables

client_static_t cls
cvar_tcl_fps
cvar_tcl_selected
cvar_tcl_teamnum
cvar_ts_language

Detailed Description

Primary header for client.

Definition in file client.h.

Function Documentation

◆ 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_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()

void CL_Init ( void )
See also
CL_Shutdown
CL_InitAfter

Definition at line 1141 of file cl_main.cpp.

◆ CL_SetClientState()

Variable Documentation

◆ cl_fps

cvar_t* cl_fps
extern

Definition at line 71 of file cl_main.cpp.

Referenced by CL_InitLocal(), and SCR_UpdateScreen().

◆ cl_selected

cvar_t* cl_selected
extern

Definition at line 73 of file cl_main.cpp.

◆ cl_teamnum

cvar_t* cl_teamnum
extern

Definition at line 81 of file cl_main.cpp.

Referenced by CL_InitLocal(), and SP_worldspawn().

◆ cls

client_static_t cls
extern

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().

◆ s_language

cvar_t* s_language
extern