this structure is left intact through an entire game it should be initialized at game library load time More...
#include <g_local.h>
Data Fields | |
player_t * | players |
int | sv_maxplayersperteam |
int | sv_maxentities |
inventoryInterface_t | i |
this structure is left intact through an entire game it should be initialized at game library load time
Definition at line 95 of file g_local.h.
Definition at line 102 of file g_local.h.
Referenced by AI_SetEquipment(), G_ActorInvMove(), G_AddItemToFloor(), G_ClientReadInventory(), G_ClientShoot(), G_ClientTeamInfo(), G_Init(), G_InventoryDropToFloorCheck(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_Shutdown(), G_SpawnEntities(), and G_SpawnItemOnFloor().
Definition at line 96 of file g_local.h.
Referenced by AI_CreatePlayer(), AI_Run(), G_CheckForceEndRound(), G_ClientEndRound(), G_GetPlayerForTeam(), G_GetPlayerName(), G_GetStartingTeam(), G_GetTeam(), G_Init(), G_Players_f(), G_Say_f(), G_TeamToPM(), and G_VisToPM().
Definition at line 100 of file g_local.h.
Referenced by G_EdictsGetNewEdict(), G_EdictsInit(), G_EdictsReset(), and G_Init().
Definition at line 99 of file g_local.h.
Referenced by AI_CreatePlayer(), AI_Run(), G_CheckForceEndRound(), G_ClientEndRound(), G_GetPlayerForTeam(), G_GetPlayerName(), G_GetStartingTeam(), G_GetTeam(), G_Init(), G_Players_f(), G_Say_f(), G_TeamToPM(), and G_VisToPM().