UFO: Alien Invasion
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clientBattleScape_t Struct Reference

This is the structure that should be used for data that is needed for tactical missions only. More...

#include <cl_battlescape.h>

Collaboration diagram for clientBattleScape_t:
Collaboration graph

Public Member Functions

 clientBattleScape_s ()

Data Fields

int time
camera_t cam
le_tteamList [MAX_ACTIVETEAM]
int numTeamList
int numEnemiesSpotted
bool eventsBlocked
int pnum
int actTeam
char configstrings [MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS]
model_tmodel_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_tmapData
pathing_t pathMap
mapTiles_tmapTiles
linkedList_tchrList

Detailed Description

This is the structure that should be used for data that is needed for tactical missions only.

Note
the client_state_t structure is wiped completely at every server map change
See also
client_static_t

Definition at line 38 of file cl_battlescape.h.

Member Function Documentation

◆ clientBattleScape_s()

Field Documentation

◆ actTeam

int clientBattleScape_t::actTeam

the currently active team (in this round)

Definition at line 51 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ cam

camera_t clientBattleScape_t::cam

Definition at line 41 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ chrList

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 clientBattleScape_s().

◆ clientinfo

clientinfo_t clientBattleScape_t::clientinfo[MAX_CLIENTS]

client info of all connected clients

Definition at line 61 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ configstrings

char clientBattleScape_t::configstrings[MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS]

Definition at line 53 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ eventsBlocked

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 clientBattleScape_s().

◆ leInlineModelList

const char* clientBattleScape_t::leInlineModelList[MAX_EDICTS+1]

Definition at line 74 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ LEs

le_t clientBattleScape_t::LEs[MAX_EDICTS]

Definition at line 72 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ LMs

localModel_t clientBattleScape_t::LMs[MAX_LOCALMODELS]

Definition at line 69 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ mapData

mapData_t* clientBattleScape_t::mapData

Definition at line 80 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ mapMaxLevel

int clientBattleScape_t::mapMaxLevel

Definition at line 63 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ mapTiles

mapTiles_t* clientBattleScape_t::mapTiles

Definition at line 84 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ model_clip

const struct cBspModel_s* clientBattleScape_t::model_clip[MAX_MODELS]

Definition at line 57 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ model_draw

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 clientBattleScape_s().

◆ numEnemiesSpotted

int clientBattleScape_t::numEnemiesSpotted

Definition at line 45 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ numLEs

int clientBattleScape_t::numLEs

Definition at line 71 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ numLMs

int clientBattleScape_t::numLMs

Definition at line 68 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ numMapParticles

int clientBattleScape_t::numMapParticles
Todo
make this private to the particle code

Definition at line 66 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ numTeamList

int clientBattleScape_t::numTeamList

Definition at line 44 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ pathMap

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 clientBattleScape_s().

◆ pnum

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 clientBattleScape_s().

◆ radarInitialized

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 clientBattleScape_s().

◆ spawned

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 clientBattleScape_s().

◆ started

bool clientBattleScape_t::started

match already started?

Definition at line 78 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ teamList

le_t* clientBattleScape_t::teamList[MAX_ACTIVETEAM]

Definition at line 43 of file cl_battlescape.h.

Referenced by clientBattleScape_s().

◆ time

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 clientBattleScape_s().


The documentation for this struct was generated from the following file: