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 "../game/inventory.h"
Go to the source code of this file.
Data Structures | |
struct | client_static_s |
Not cleared on a map change (static data). More... | |
Typedefs | |
typedef struct client_static_s | client_static_t |
Not cleared on a map change (static data). | |
Enumerations | |
enum | connstate_t { ca_uninitialized, ca_disconnected, ca_sequence, ca_connecting, ca_connected, ca_active } |
Functions | |
void | CL_SetClientState (int 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 |
memPool_t * | cl_genericPool |
memPool_t * | cl_ircSysPool |
memPool_t * | cl_soundSysPool |
cvar_t * | cl_fps |
cvar_t * | cl_selected |
cvar_t * | cl_team |
cvar_t * | cl_teamnum |
cvar_t * | s_language |
Primary header for client.
Definition in file client.h.
typedef struct client_static_s client_static_t |
Not cleared on a map change (static data).
client_static_t
structure is persistant through an arbitrary number of server connections enum connstate_t |
void CL_Disconnect | ( | void | ) |
Sets the cls.state
to ca_disconnected
and informs the server.
Com_Error
, so it shouldn't cause any errors Definition at line 247 of file cl_main.c.
References ca_connecting, ca_disconnected, CL_ClearBattlescapeEvents(), CL_ClearState(), CL_SetClientState(), clc_stringcmd, Com_ServerState(), GAME_EndBattlescape(), NET_StreamFinished(), NET_Wait(), NET_WriteByte(), NET_WriteMsg(), NET_WriteString(), client_static_s::netStream, new_dbuffer(), qfalse, R_ShutdownModels(), S_Stop(), and client_static_s::state.
Referenced by CL_Connect_f(), CL_Drop(), CL_ParseServerMessage(), CL_Quit_f(), CL_Reconnect_f(), CL_SequenceStart_f(), CP_StartSelectedMission(), GAME_CP_Drop(), GAME_CP_Results(), and GAME_SetMode().
void CL_Init | ( | void | ) |
void CL_SetClientState | ( | int | state | ) |
Sets the client state.
Definition at line 1168 of file cl_main.c.
References ca_active, ca_connected, ca_connecting, ca_disconnected, ca_sequence, ca_uninitialized, CL_ClearState(), CL_Connect(), Com_DPrintf(), Com_Error(), DEBUG_CLIENT, ERR_FATAL, qtrue, rendererData_t::ready, refdef, client_static_s::state, and client_static_s::waitingForStart.
Referenced by CL_Connect_f(), CL_Disconnect(), CL_InitLocal(), CL_ParseServerData(), CL_ParseServerMessage(), CL_Reconnect_f(), CL_SendCommand(), CL_SequenceEnd_f(), CL_SequenceStart_f(), and CL_StartGame().
Definition at line 69 of file cl_main.c.
Referenced by SCR_UpdateScreen().
permanent client data - menu, fonts
Definition at line 88 of file cl_main.c.
Referenced by AIR_ParseAircraft(), CIN_ROQ_DecodeInfo(), CL_ActorAddToTeamList(), CL_AddServerToList(), CL_ParseEvent(), CL_ParseLanguages(), CL_ParseTipsOfTheDay(), CL_ParticleAppear(), GAME_AllocInventoryMemory(), GAME_FreeAllInventory(), M_ParseMusic(), MP_LoadTeamMultiplayer(), MP_SaveTeamMultiplayer(), SAV_GameLoad(), SAV_GameSave(), SEQ_Execute2Dobj(), and UI_DrawModelNode().
irc pool
Definition at line 89 of file cl_main.c.
Referenced by Irc_Client_CmdRplNamreply(), and Irc_Logic_AddChannelName().
Definition at line 71 of file cl_main.c.
Referenced by CL_ActorEquipmentSelect_f(), CL_ActorUpdate_f(), CL_ChangeSkin_f(), MP_TeamSelect_f(), and UI_ContainerNodeAutoPlace().
Definition at line 90 of file cl_main.c.
Referenced by S_LoadSample(), and S_Shutdown().
Definition at line 84 of file cl_main.c.
Referenced by GAME_MP_GetTeam(), GAME_SK_GetTeam(), and MP_GetEquipment().
Definition at line 83 of file cl_main.c.
Referenced by CL_TeamNum_f(), and SP_worldspawn().
Definition at line 86 of file cl_main.c.
Referenced by AII_CollectingItems(), AIR_RemoveEmployee(), B_PackInitialEquipment(), CL_ActorAddToTeamList(), CL_ActorAppear(), CL_ActorCheckAction(), CL_ActorCleanup(), CL_ActorConfirmAction_f(), CL_ActorDie(), CL_ActorDoShootTime(), CL_ActorGetMuzzle(), CL_ActorMoveMouse(), CL_ActorRemoveFromTeamList(), CL_ActorRevitalised(), CL_ActorSelect(), CL_ActorStartShoot(), CL_AddActor(), CL_AddTargetingBox(), CL_AddUGV(), CL_CameraMove(), CL_CampaignRun(), CL_CancelHTTPDownloads(), CL_CheckAndQueueDownload(), CL_CleanTempInventory(), CL_CleanupAircraftCrew(), CL_Connect_f(), CL_DoEndRound(), CL_EntPerish(), CL_ExecuteBattlescapeEvent(), CL_FinishHTTPDownload(), CL_GenerateCharacter(), CL_GetEventTime(), CL_GetFreeDLHandle(), CL_HTTP_Cleanup(), CL_HTTP_Progress(), CL_InvAdd(), CL_InvAmmo(), CL_InvDel(), CL_InvReload(), CL_LoadCharacterXML(), CL_LoadInventoryXML(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_NextRound_f(), CL_OnBattlescape(), CL_ParseResults(), CL_ParseServerMessage(), CL_ParticleRun(), CL_ParticleRun2(), CL_PendingHTTPDownloads(), CL_PingServers_f(), CL_PrecacheCharacterModels(), CL_QueueHTTPDownload(), CL_Rcon_f(), CL_Reconnect_f(), CL_Reset(), CL_ResetSinglePlayerData(), CL_ReVerifyHTTPQueue(), CL_RunHTTPDownloads(), CL_RunMapParticles(), CL_SelectTeam_Init_f(), CL_SequenceEnd_f(), CL_SetHTTPServer(), CL_StartHTTPDownload(), CL_StartNextHTTPDownload(), CL_TargetingStraight(), CL_ViewLoadMedia(), CL_ViewPrecacheModels(), CL_ViewRender(), Com_AllocateCustomSkin(), Com_GetCustomSkinByIDS(), Com_GetMapDefByIDX(), Com_GetMapDefinitionByID(), Con_Close(), Con_DrawInput(), Con_DrawNotify(), Con_ToggleChat_f(), Con_ToggleConsole_f(), CP_ChooseMap(), CP_LoadXML(), CP_SaveMapDefStatXML(), CP_SaveXML(), CP_StartMissionMap(), E_ResetEmployee(), GAME_AppendTeamMember(), GAME_CP_Frame(), GAME_CP_InitializeBattlescape(), GAME_CP_MapInfo(), GAME_CP_Results(), GAME_EndBattlescape(), GAME_GetCurrentType(), GAME_MP_ChangeGametype_f(), GAME_MP_MapInfo(), GAME_MP_Results(), GAME_MP_StartServer_f(), GAME_SetMode(), GAME_SK_MapInfo(), GAME_SK_Results(), GAME_SK_Start_f(), GAME_Spawn(), GAME_SpawnSoldiers(), GAME_StartBattlescape(), HUD_DisplayFiremodes(), HUD_Update(), IN_Parse(), INV_MoveItem(), INV_UnloadWeapon(), Key_Console(), Key_Event(), Key_Message(), Key_SetDest(), LE_Cleanup(), LE_PlaceItem(), LE_PlaySoundFileForContents(), LE_Think(), LM_AddToSceneOrder(), M_Change_f(), MAP_DrawMapMarkers(), MSG_Write_PA(), NAT_ScriptSanityCheck(), S_LoadSamples(), SCR_BeginLoadingPlaque(), SCR_DrawConsole(), SCR_DrawCursor(), SCR_DrawDownloading(), SCR_DrawLoading(), SCR_DrawPrecacheScreen(), SCR_EndLoadingPlaque(), SCR_RunConsole(), SCR_TimeRefresh_f(), SCR_UpdateScreen(), SEQ_Render2D(), SEQ_Render3D(), SEQ_SetCamera(), UI_ContainerNodeUpdateEquipment(), UI_DrawModelNode(), UI_DrawModelNodeWithUIModel(), UI_GetReferenceString(), UI_MapInfo(), UI_MapInfoGetNext(), UI_MaterialEditorStart_f(), UI_RadarNodeDraw(), UI_RadarNodeGetActorColor(), and UI_SelectMap_f().
Definition at line 49 of file common.c.
Referenced by CL_LanguageInit(), CL_LanguageTryToSet(), and CL_SlowFrame().