24 #include <csutil/parray.h>    25 #include <csutil/ref.h>    26 #include <csutil/cscolor.h>    27 #include <csutil/weakref.h>    28 #include <iengine/portal.h>    42 struct iLoaderContext;
    86     csRef<iLoaderContext> loaderContext;
   112     virtual void HandleMessage(
MsgEntry* me);
   116     void ClearLightFadeSettings();
   117     void FinishLightFade();
   129     void DoneLoading(
const char* sectorname); 
   132     void CreatePortalWeather(iSector* sector, csTicks delta); 
   133     bool CreatePortalWeather(iPortal* portal, csTicks delta);
   135     void RemovePortalWeather();
   137     void RemoveWeather();
   142     void SetModeSounds(uint8_t mode);
   190     void HandleModeMessage(
MsgEntry* me);
   191     void HandleWeatherMessage(
MsgEntry* me);
   192     void HandleNewSectorMessage(
MsgEntry* me);
   193     void HandleCombatEvent(
MsgEntry* me);
   194     void HandleSpecialCombatEvent(
MsgEntry* me);
   195         void HandleCachedFile(
MsgEntry* me);
   201                 const char *sectorname,
   205     void SetSectorMusic(
const char *sectorname);
   206     void PublishTime( 
int newTime );
   208     void UpdateLights(csTicks when, 
bool force = 
false);
   217     bool CreateWeather(
WeatherInfo* ri, csTicks delta);
   219     void StartFollowWeather();
   220     void StopFollowWeather();
   227     WeatherInfo*   CreateWeatherInfo(
const char* sector);
   230     void           UpdateWeather(csTicks when);
   231     void           UpdateWeatherSounds();
   235     bool LoadLightingLevels();  
   241     csString MungeName(
GEMClientActor* obj, 
bool startOfPhrase = 
false);
   261     void DefendNearlyDead();
 virtual bool Traverse(iPortal *portal, iBase *context)
This function is called when a portal is shown for the first time and is missing and therefore it's h...
 
csPDelArray< LightingList > lights
 
csColor raincolor
color when it is clear skies 
 
This is a player or another 'alive' entity on the client. 
 
csString type
What is the density level of the fog, if any. 
 
GEMClientObject * actorEntity
 
csHash< WeatherInfo *, csString > weatherlist
 
csRef< psCelClient > celclient
 
csRef< csShaderVariable > ambient_cache
 
csColor diff
base ambient light 
 
size_t value
Has this lighting value had an error yet. 
 
Main Chat window for PlaneShift. 
 
The structure of 1 queue entry (pointer to a message) 
 
csTicks last_interpolation_reset
 
Holds the weather meshes and connected portal. 
 
CS::ShaderVarStringID ambientId
 
Client version of the Cel Manager Requests world loading. 
 
bool interpolation_complete
 
CS::ShaderVarStringID combinedAmbientId
 
csString object
Fog, Light or Ambient. 
 
csWeakRef< iSector > sector_cache
 
double density
What time of day is this lighting for? 
 
uint clockHour
Stores the time of day in hours. 
 
iObjectRegistry * object_reg
 
virtual ~psPortalCallback()
 
TimeOfDay GetGeneralTime()
 
csWeakRef< iLight > light_cache
sector of light is stored to make searching for rain faster 
 
csTicks interpolation_time
 
csTicks last_weather_update
 
void void Initialize(iObjectRegistry *object_reg)
 
Holds the weather object, need this because some things have been created but do not have an object p...
 
An object that the client knows about. 
 
This class is the client's and server's main interface for either sending network messages out or get...
 
csTicks weather_update_time
 
csColor base_color
last color at start of interpolation 
 
csPDelArray< WeatherPortal > portals
 
csRef< csShaderVariable > combined_ambient_cache
 
csString sector
diff between last color and target color in interpolation 
 
csColor start_color
color when it is 100% downpour 
 
TimeOfDay timeOfDay
Stores the 'general' time of day it is. One of the TimeOfDay enums. 
 
csPDelArray< LightingSetting > colors
 
csRef< iSharedVariable > lightningreset
 
csRef< MsgHandler > msghandler
 
This class handles mode messages from the server, specifying "normal", or "combat" or "death"...
 
Struct for information about current weather. 
 
csColor color
Name of light, or name of sector.