client_state_s Struct Reference

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

#include <cl_battlescape.h>

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Data Fields

int time
camera_t cam
le_tteamList [MAX_ACTIVETEAM]
int numTeamList
int numAliensSpotted
qboolean eventsBlocked
int pnum
int actTeam
char configstrings [MAX_CONFIGSTRINGS][MAX_TOKEN_CHARS]
model_tmodel_draw [MAX_MODELS]
struct cBspModel_smodel_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_tmapData
mapTiles_tmapTiles
chrList_t chrList

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.


Field Documentation

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.

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.

Definition at line 72 of file cl_battlescape.h.

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.

Definition at line 57 of file cl_battlescape.h.

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.

Todo:
make this private to the particle code

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.


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

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