client data that stays across multiple level loads More...
#include <g_local.h>
Data Fields | |
char | userinfo [MAX_INFO_STRING] |
char | netname [16] |
int | team |
qboolean | ai |
edict_t * | last |
float | flood_locktill |
float | flood_when [10] |
int | flood_whenhead |
client data that stays across multiple level loads
Definition at line 571 of file g_local.h.
float client_persistant_t::flood_when[10] |
char client_persistant_t::netname[16] |
Definition at line 573 of file g_local.h.
Referenced by G_ClientBegin(), G_ClientConnect(), G_ClientDisconnect(), G_ClientSpawn(), G_ClientTeamInfo(), G_ClientUserinfoChanged(), G_GetPlayerName(), G_GetTeam(), G_Players_f(), and G_Say_f().
the number of the team for this player 0 is reserved for civilians and critters
Definition at line 577 of file g_local.h.
Referenced by AI_CheckForMissionTargets(), AI_CreatePlayer(), AI_InitPlayer(), AI_Run(), G_ActionCheck(), G_ActionCheckForCurrentTeam(), G_CheckForceEndRound(), G_CheckVisPlayer(), G_ClientAction(), G_ClientBegin(), G_ClientDisconnect(), G_ClientEndRound(), G_ClientGetFreeSpawnPoint(), G_ClientGetTeamNum(), G_ClientInitActorStates(), G_ClientSpawn(), G_ClientTeamInfo(), G_ClientUserinfoChanged(), G_GetPlayerForTeam(), G_GetStartingTeam(), G_GetTeam(), G_Players_f(), G_Say_f(), G_SendInvisible(), G_SendPlayerStats(), G_SetTeamForPlayer(), G_ShootGrenade(), G_SpawnAIPlayer(), G_TeamToPM(), and G_VisToPM().
char client_persistant_t::userinfo[MAX_INFO_STRING] |
Definition at line 572 of file g_local.h.
Referenced by G_ClientGetTeamNumPref(), G_ClientUserinfoChanged(), and G_SetTeamForPlayer().