Odamex
Setting the Standard in Multiplayer Doom
client/src/cl_stubs.cpp File Reference

Functions

void STACK_ARGS SV_BroadcastPrintf (int level, const char *fmt,...)
void D_SendServerInfoChange (const cvar_t *cvar, const char *value)
void D_DoServerInfoChange (byte **stream)
void D_WriteUserInfoStrings (int i, byte **stream, bool compact)
void D_ReadUserInfoStrings (int i, byte **stream, bool update)
void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker)
void SV_SpawnMobj (AActor *mobj)
void SV_TouchSpecial (AActor *special, player_t *player)
bool SV_FlagTouch (player_t &player, flag_t f, bool firstgrab)
void SV_SocketTouch (player_t &player, flag_t f)
void SV_SendKillMobj (AActor *source, AActor *target, AActor *inflictor, bool joinkill)
void SV_SendDamagePlayer (player_t *player, int pain)
void SV_SendDamageMobj (AActor *target, int pain)
void SV_CTFEvent (flag_t f, flag_score_t event, player_t &who)
void SV_UpdateFrags (player_t &player)
void SV_ActorTarget (AActor *actor)
void SV_SendDestroyActor (AActor *mo)
void SV_ExplodeMissile (AActor *mo)
void SV_PreservePlayer (player_t &player)
void CTF_RememberFlagPos (mapthing2_t *mthing)
void CTF_SpawnFlag (flag_t f)
void MSG_WriteMarker (buf_t *b, svc_t c)

Function Documentation

void ClientObituary ( AActor self,
AActor inflictor,
AActor attacker 
)
void CTF_RememberFlagPos ( mapthing2_t mthing)
void CTF_SpawnFlag ( flag_t  f)
void D_DoServerInfoChange ( byte **  stream)
void D_ReadUserInfoStrings ( int  i,
byte **  stream,
bool  update 
)
void D_SendServerInfoChange ( const cvar_t cvar,
const char *  value 
)
void D_WriteUserInfoStrings ( int  i,
byte **  stream,
bool  compact 
)
void MSG_WriteMarker ( buf_t b,
svc_t  c 
)
void SV_ActorTarget ( AActor actor)
void STACK_ARGS SV_BroadcastPrintf ( int  level,
const char *  fmt,
  ... 
)
void SV_CTFEvent ( flag_t  f,
flag_score_t  event,
player_t who 
)
void SV_ExplodeMissile ( AActor mo)
bool SV_FlagTouch ( player_t player,
flag_t  f,
bool  firstgrab 
)
void SV_PreservePlayer ( player_t player)
void SV_SendDamageMobj ( AActor target,
int  pain 
)
void SV_SendDamagePlayer ( player_t player,
int  pain 
)
void SV_SendDestroyActor ( AActor mo)
void SV_SendKillMobj ( AActor source,
AActor target,
AActor inflictor,
bool  joinkill 
)
void SV_SocketTouch ( player_t player,
flag_t  f 
)
void SV_SpawnMobj ( AActor mobj)
void SV_TouchSpecial ( AActor special,
player_t player 
)
void SV_UpdateFrags ( player_t player)
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