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Data Structures | |
struct | clientinfo_t |
struct | client_state_s |
This is the structure that should be used for data that is needed for tactical missions only. More... | |
Typedefs | |
typedef struct client_state_s | client_state_t |
This is the structure that should be used for data that is needed for tactical missions only. | |
Functions | |
qboolean | CL_OnBattlescape (void) |
Check whether we are in a tactical mission as server or as client. But this only means that we are able to render the map - not that the game is running (the team can still be missing - see CL_BattlescapeRunning ). | |
qboolean | CL_BattlescapeRunning (void) |
Check whether we already have actors spawned on the battlefield. | |
int | CL_GetHitProbability (const le_t *actor) |
Calculates chance to hit if the actor has a fire mode activated. | |
qboolean | 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_GetConfigStringInteger (int index) |
char * | CL_SetConfigString (int index, struct dbuffer *msg) |
Variables | |
client_state_t | cl |
Definition in file cl_battlescape.h.
typedef struct client_state_s client_state_t |
This is the structure that should be used for data that is needed for tactical missions only.
qboolean CL_BattlescapeRunning | ( | void | ) |
Check whether we already have actors spawned on the battlefield.
true
when we are in battlefield and have soldiers spawned (game is running) Definition at line 36 of file cl_battlescape.c.
References cl.
Referenced by CL_ActorInvMove(), CL_ActorNext_f(), CL_ActorSelect_f(), CL_NextRound_f(), HUD_ActorGetCvarData_f(), SCR_DrawCursor(), UI_BaseInventoryNodeInit(), UI_ContainerNodeAutoPlace(), UI_ContainerNodeDNDFinished(), UI_DrawFree(), and UI_PushNoHud_f().
char* CL_GetConfigString | ( | int | index | ) |
Definition at line 298 of file cl_battlescape.c.
References cl, Com_Error(), ERR_DROP, and MAX_CONFIGSTRINGS.
Referenced by CL_CanMultiplayerStart(), CL_DownloadMap(), CL_LogEvent(), CL_PlayerGetName(), CL_ShowConfigstrings_f(), CL_ViewLoadMedia(), SCR_DrawLoading(), and UI_InitRadar().
int CL_GetConfigStringInteger | ( | int | index | ) |
Definition at line 305 of file cl_battlescape.c.
References cl, Com_Error(), ERR_DROP, and MAX_CONFIGSTRINGS.
Referenced by CL_CanMultiplayerStart(), CL_ViewLoadMedia(), SP_misc_particle(), SP_misc_sound(), and SP_worldspawn().
int CL_GetHitProbability | ( | const le_t * | actor | ) |
Calculates chance to hit if the actor has a fire mode activated.
[in] | actor | The local entity of the actor to calculate the hit probability for. |
Definition at line 130 of file cl_battlescape.c.
References ABILITY_ACCURACY, ABILITY_MIND, le_s::actorMode, CL_ActorGetChr(), CL_LookupErrorFunction(), CL_TestLine(), Com_Error(), fireDef_s::crouch, ERR_DROP, f, le_s::fd, FIRESH_IsMedikit, GET_ACC, GET_INJURY_MULT, le_s::HP, IS_MODE_FIRE_PENDING, LE_GetFromPos(), LE_IsCrouched, LOOKUP_EPSILON, le_s::maxHP, le_s::mousePendPos, mousePos, le_s::origin, PLAYER_CROUCHING_HEIGHT, PLAYER_STANDING_HEIGHT, PLAYER_WIDTH, character_s::score, le_s::selected, SKILL_BALANCE, chrScoreGlobal_s::skills, fireDef_s::spread, TL_FLAG_NONE, torad, UNIT_HEIGHT, VectorCopy, WEAPON_BALANCE, and fireDef_s::weaponSkill.
Referenced by HUD_UpdateActorFireMode().
qboolean CL_OnBattlescape | ( | void | ) |
Check whether we are in a tactical mission as server or as client. But this only means that we are able to render the map - not that the game is running (the team can still be missing - see CL_BattlescapeRunning
).
Definition at line 49 of file cl_battlescape.c.
References ca_connected, cls, Com_ServerState(), qfalse, qtrue, and client_static_s::state.
Referenced by CL_LevelDown_f(), CL_LevelUp_f(), CL_SpawnSoldiers_f(), Con_MessageModeSay_f(), Con_MessageModeSayTeam_f(), HUD_ActorSelectionChangeListener(), HUD_LeftHandChangeListener(), HUD_RightHandChangeListener(), HUD_TUChangeListener(), Irc_Client_Invite_f(), Key_Event(), S_Frame(), SAV_GameContinue_f(), SAV_GameQuickLoad_f(), SAV_QuickSave(), and SCR_UpdateScreen().
Checks whether give position is still inside the map borders.
[in] | position | The position to check (world coordinate) |
[in] | delta | The delta from the map boundaries. Positive values to make the position being earlier out of the map, negative values to let the position be later out of the map |
true
if the given position is out of the map boundaries, false
otherwise. Definition at line 250 of file cl_battlescape.c.
References cl, mapZBorder, qfalse, and qtrue.
Referenced by CL_ActorDoShootTime(), CL_ActorMouseTrace(), CL_GetEventTime(), and LET_Projectile().
char* CL_SetConfigString | ( | int | index, | |
struct dbuffer * | msg | |||
) |
Definition at line 312 of file cl_battlescape.c.
References cl, Com_Error(), CS_POSITIONS, CS_TILES, ERR_DROP, MAX_CONFIGSTRINGS, MAX_TILESTRINGS, MAX_TOKEN_CHARS, and NET_ReadString().
Referenced by CL_ParseConfigString().
Definition at line 29 of file cl_battlescape.c.
Referenced by B_AssembleMap(), CL_ActorAdd(), CL_ActorAddToTeamList(), CL_ActorAppear(), CL_ActorAppearTime(), CL_ActorCheckAction(), CL_ActorConditionalMoveCalc(), CL_ActorConfirmAction(), CL_ActorConfirmAction_f(), CL_ActorDie(), CL_ActorDoMove(), CL_ActorDoMoveTime(), CL_ActorDoShootTime(), CL_ActorDoThrowTime(), CL_ActorGetChr(), CL_ActorGetNumber(), CL_ActorMouseTrace(), CL_ActorMoveMouse(), CL_ActorRemoveFromTeamList(), CL_ActorSelectList(), CL_ActorSelectNext(), CL_ActorShootHiddenTime(), CL_ActorStartShoot(), CL_ActorStartShootTime(), CL_ActorTraceMove(), CL_AddActor(), CL_AddBrushModel(), CL_AddMapParticle(), CL_AddPathingBox(), CL_AddTargetingBox(), CL_AddUGV(), CL_AreBattlescapeEventsBlocked(), CL_BattlescapeRunning(), CL_BlockBattlescapeEvents(), CL_CameraMove(), CL_CameraRoute(), CL_CameraZoomIn(), CL_CameraZoomOut(), CL_CamSetAngles_f(), CL_CamSetZoom_f(), CL_CanMultiplayerStart(), CL_CenterCameraIntoMap_f(), CL_ClampCamToMap(), CL_ClearState(), CL_ClipMoveToLEs(), CL_CompleteRecalcRouting(), CL_CvarWorldLevel(), CL_DisplayFloorArrows(), CL_DisplayObstructionArrows(), CL_DoEndRound(), CL_DoorClose(), CL_DoorOpen(), CL_EntAppear(), CL_EntPerish(), CL_Frame(), CL_GetConfigString(), CL_GetConfigStringInteger(), CL_GetEventTime(), CL_HullForEntity(), CL_InvReloadTime(), CL_LevelUp_f(), CL_LogEvent(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_NextRound_f(), CL_OutsideMap(), CL_ParseClientinfo(), CL_ParseConfigString(), CL_ParseEvent(), CL_ParseServerData(), CL_ParticleRun2(), CL_ParticleSpawn(), CL_RecalcRouting(), CL_RequestNextDownload(), CL_Reset(), CL_RunMapParticles(), CL_SequenceRender(), CL_SetConfigString(), CL_SpawnParseEntitystring(), CL_SpawnSoldiers_f(), CL_StartGame(), CL_TargetingGrenade(), CL_TargetingStraight(), CL_TestLine(), CL_Trace(), CL_UpdateCharacterStats(), CL_ViewCalcFieldOfViewX(), CL_ViewCenterAtGridPosition(), CL_ViewLoadMedia(), CL_ViewRender(), CL_ViewUpdateRenderData(), f_Ccall(), f_parser(), GAME_CP_Spawn(), GAME_InitializeBattlescape(), GAME_MP_EndRoundAnnounce(), GAME_Spawn(), GAME_SpawnSoldiers(), HUD_ActorGetCvarData_f(), HUD_ActorSelectionChangeListener(), HUD_DisplayFiremodes(), HUD_MapDebugCursor(), HUD_Update(), HUD_UpdateAllActors(), LE_ActorGetStepTime(), LE_Add(), LE_AddGrenade(), LE_AddProjectile(), LE_AddToScene(), LE_CenterView(), LE_Cleanup(), LE_GenerateInlineModelList(), LE_GetNext(), LE_PlaceItem(), LET_BrushModel(), LET_PathMove(), LET_Projectile(), LM_AddModel(), LM_AddToSceneOrder(), LM_Find(), LM_GetByID(), LM_Register(), LM_Think(), lua_pushcclosure(), luaD_precall(), luaV_execute(), propagatemark(), S_Frame(), S_SpatializeChannel(), SCR_DrawCursor(), SEQ_Execute(), SEQ_InitSequence(), SEQ_SetCamera(), SP_worldspawn(), SV_BroadcastPrintf(), SV_CheckGameStart(), SV_CountPlayers(), SV_DropClient(), SV_FinalMessage(), SV_GetPlayerClientStructure(), SV_Kick_f(), SV_Map(), SV_Multicast(), SV_PlayerPrintf(), SV_ReadPacket(), SV_StartGame_f(), SV_Status_f(), SV_UserInfo_f(), SVC_DirectConnect(), SVC_Info(), SVC_Status(), SVC_TeamInfo(), UI_BuildRadarImageList(), UI_GenAllRadarMap(), UI_GetRadarMapInFrameBuffer(), UI_InitRadar(), UI_RadarNodeCapturedMouseMove(), and UI_RadarNodeDraw().