This is the structure that should be used for data that is needed for tactical missions only. More...
#include <cl_battlescape.h>
Data Fields | |
int | time |
camera_t | cam |
le_t * | teamList [MAX_ACTIVETEAM] |
int | numTeamList |
int | numAliensSpotted |
qboolean | eventsBlocked |
int | pnum |
int | actTeam |
char | configstrings [MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS] |
model_t * | model_draw [MAX_MODELS] |
struct cBspModel_s * | model_clip [MAX_MODELS] |
qboolean | radarInited |
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] |
qboolean | spawned |
mapData_t * | mapData |
mapTiles_t * | mapTiles |
chrList_t | chrList |
This is the structure that should be used for data that is needed for tactical missions only.
Definition at line 38 of file cl_battlescape.h.
the currently active team (in this round)
Definition at line 51 of file cl_battlescape.h.
Definition at line 41 of file cl_battlescape.h.
the list of characters that are used as team in the currently running tactical mission
Definition at line 83 of file cl_battlescape.h.
clientinfo_t client_state_s::clientinfo[MAX_CLIENTS] |
client info of all connected clients
Definition at line 61 of file cl_battlescape.h.
char client_state_s::configstrings[MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS] |
Definition at line 53 of file cl_battlescape.h.
if the client interrupts the event execution, this is true
Definition at line 47 of file cl_battlescape.h.
const char* client_state_s::leInlineModelList[MAX_EDICTS+1] |
Definition at line 74 of file cl_battlescape.h.
le_t client_state_s::LEs[MAX_EDICTS] |
Definition at line 72 of file cl_battlescape.h.
localModel_t client_state_s::LMs[MAX_LOCALMODELS] |
Definition at line 69 of file cl_battlescape.h.
Definition at line 79 of file cl_battlescape.h.
Definition at line 63 of file cl_battlescape.h.
Definition at line 81 of file cl_battlescape.h.
struct cBspModel_s* client_state_s::model_clip[MAX_MODELS] |
Definition at line 57 of file cl_battlescape.h.
model_t* client_state_s::model_draw[MAX_MODELS] |
locally derived information from server state
Definition at line 56 of file cl_battlescape.h.
Definition at line 45 of file cl_battlescape.h.
Definition at line 71 of file cl_battlescape.h.
Definition at line 68 of file cl_battlescape.h.
Definition at line 66 of file cl_battlescape.h.
Definition at line 44 of file cl_battlescape.h.
server state information player num you have on the server
Definition at line 50 of file cl_battlescape.h.
every radar image (for every level [1-8]) is loaded
Definition at line 59 of file cl_battlescape.h.
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.
le_t* client_state_s::teamList[MAX_ACTIVETEAM] |
Definition at line 43 of file cl_battlescape.h.
this is the time value that the client is rendering at. always <= cls.realtime
Definition at line 39 of file cl_battlescape.h.