================ idGameLocal::InitAsyncNetwork ================ */
| 66 | ================ |
| 67 | */ |
| 68 | void idGameLocal::InitAsyncNetwork( void ) { |
| 69 | int i, type; |
| 70 | |
| 71 | for ( i = 0; i < MAX_CLIENTS; i++ ) { |
| 72 | for ( type = 0; type < declManager->GetNumDeclTypes(); type++ ) { |
| 73 | clientDeclRemap[i][type].Clear(); |
| 74 | } |
| 75 | } |
| 76 | |
| 77 | memset( clientEntityStates, 0, sizeof( clientEntityStates ) ); |
| 78 | memset( clientPVS, 0, sizeof( clientPVS ) ); |
| 79 | memset( clientSnapshots, 0, sizeof( clientSnapshots ) ); |
| 80 | |
| 81 | eventQueue.Init(); |
| 82 | savedEventQueue.Init(); |
| 83 | |
| 84 | entityDefBits = -( idMath::BitsForInteger( declManager->GetNumDecls( DECL_ENTITYDEF ) ) + 1 ); |
| 85 | localClientNum = 0; // on a listen server SetLocalUser will set this right |
| 86 | realClientTime = 0; |
| 87 | isNewFrame = true; |
| 88 | clientSmoothing = net_clientSmoothing.GetFloat(); |
| 89 | } |
| 90 | |
| 91 | /* |
| 92 | ================ |
nothing calls this directly
no test coverage detected