27 #include "../../common/grid.h" 38 typedef struct clientBattleScape_s {
96 radarInitialized(false),
108 teamList[
i] =
nullptr;
110 configstrings[
i][0] =
'\0';
112 model_draw[
i] =
nullptr;
113 model_clip[
i] =
nullptr;
116 leInlineModelList[
i] =
nullptr;
140 void Grid_DumpWholeClientMap_f(
void);
141 void Grid_DumpClientRoutes_f(
void);
int CL_GetHitProbability(const le_t *actor)
Calculates chance to hit if the actor has a fire mode activated.
char * CL_GetConfigString(int index)
bool CL_OutsideMap(const vec3_t impact, const float delta)
Checks whether give position is still inside the map borders.
bool CL_BattlescapeRunning(void)
Check whether we already have actors spawned on the battlefield.
le_t * CL_BattlescapeSearchAtGridPos(const pos3_t pos, bool includingStunned, const le_t *actor)
Searches a local entity at the given position.
bool CL_OnBattlescape(void)
Check whether we are in a tactical mission as server or as client. But this only means that we are ab...
This is the structure that should be used for data that is needed for tactical missions only...
int CL_CountVisibleEnemies(void)
Counts visible enemies on the battlescape.
#define MAX_CONFIGSTRINGS
int CL_GetConfigStringInteger(int index)
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
char * CL_SetConfigString(int index, dbuffer *msg)
static mapTiles_t mapTiles