Odamex
Setting the Standard in Multiplayer Doom
server/src/sv_main.h File Reference

Go to the source code of this file.

Data Structures

class  client_c

Functions

void SV_InitNetwork (void)
void SV_SendDisconnectSignal ()
void SV_SendReconnectSignal ()
void SV_ExitLevel ()
void SV_DrawScores ()
bool SV_IsPlayerAllowedToSee (player_t &pl, AActor *mobj)
byte SV_PlayerHearingLoss (player_t &cl, fixed_t &x, fixed_t &y)
void STACK_ARGS SV_BroadcastPrintf (int level, const char *fmt,...)
void STACK_ARGS SV_SpectatorPrintf (int level, const char *fmt,...)
void SV_CheckTimeouts (void)
void SV_ConnectClient (void)
void SV_WriteCommands (void)
void SV_ClearClientsBPS (void)
bool SV_SendPacket (player_t &pl)
void SV_AcknowledgePacket (player_t &player)
void SV_RunTics (void)
void SV_ParseCommands (player_t &player)
short SV_FindClientByAddr (void)
void SV_UpdateFrags (player_t &player)
void SV_RemoveCorpses (void)
void SV_DropClient (player_t &who)
void SV_PlayerTriedToCheat (player_t &player)
void SV_ActorTarget (AActor *actor)
void SV_ActorTracer (AActor *actor)
void SV_Suicide (player_t &player)
void SV_SpawnMobj (AActor *mo)
void SV_TouchSpecial (AActor *special, player_t *player)
void SV_Sound (AActor *mo, byte channel, const char *name, byte attenuation)
void SV_Sound (client_t *cl, AActor *mo, byte channel, const char *name, byte attenuation)
void SV_Sound (fixed_t x, fixed_t y, byte channel, const char *name, byte attenuation)
void SV_SoundTeam (byte channel, const char *name, byte attenuation, int t)
void SV_SoundAvoidCl (player_t &player, AActor *mo, byte channel, char *name, byte attenuation)
void SV_MidPrint (const char *msg, player_t *p, int msgtime=0)
int SV_CountTeamPlayers (int team)
void MSG_WriteMarker (buf_t *b, svc_t c)
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_SendDestroyActor (AActor *mo)

Variables

int shotclock
bool unnatural_level_progression
client_c clients
std::vector< std::stringwadnames

Function Documentation

void MSG_WriteMarker ( buf_t b,
svc_t  c 
)
void SV_AcknowledgePacket ( player_t player)
void SV_ActorTarget ( AActor actor)
void SV_ActorTracer ( AActor actor)
void STACK_ARGS SV_BroadcastPrintf ( int  level,
const char *  fmt,
  ... 
)
void SV_CheckTimeouts ( void  )
void SV_ClearClientsBPS ( void  )
void SV_ConnectClient ( void  )
int SV_CountTeamPlayers ( int  team)
void SV_DrawScores ( )
void SV_DropClient ( player_t who)
void SV_ExitLevel ( )
short SV_FindClientByAddr ( void  )
void SV_InitNetwork ( void  )
bool SV_IsPlayerAllowedToSee ( player_t pl,
AActor mobj 
)
void SV_MidPrint ( const char *  msg,
player_t p,
int  msgtime = 0 
)
void SV_ParseCommands ( player_t player)
byte SV_PlayerHearingLoss ( player_t cl,
fixed_t x,
fixed_t y 
)
void SV_PlayerTriedToCheat ( player_t player)
void SV_RemoveCorpses ( void  )
void SV_RunTics ( void  )
void SV_SendDamageMobj ( AActor target,
int  pain 
)
void SV_SendDamagePlayer ( player_t player,
int  pain 
)
void SV_SendDestroyActor ( AActor mo)
void SV_SendDisconnectSignal ( )
void SV_SendKillMobj ( AActor source,
AActor target,
AActor inflictor,
bool  joinkill 
)
bool SV_SendPacket ( player_t pl)
void SV_SendReconnectSignal ( )
void SV_Sound ( client_t cl,
AActor mo,
byte  channel,
const char *  name,
byte  attenuation 
)
void SV_Sound ( AActor mo,
byte  channel,
const char *  name,
byte  attenuation 
)
void SV_Sound ( fixed_t  x,
fixed_t  y,
byte  channel,
const char *  name,
byte  attenuation 
)
void SV_SoundAvoidCl ( player_t player,
AActor mo,
byte  channel,
char *  name,
byte  attenuation 
)
void SV_SoundTeam ( byte  channel,
const char *  name,
byte  attenuation,
int  t 
)
void SV_SpawnMobj ( AActor mo)
void STACK_ARGS SV_SpectatorPrintf ( int  level,
const char *  fmt,
  ... 
)
void SV_Suicide ( player_t player)
void SV_TouchSpecial ( AActor special,
player_t player 
)
void SV_UpdateFrags ( player_t player)
void SV_WriteCommands ( void  )

Variable Documentation

int shotclock
std::vector<std::string> wadnames
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