mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Import changes from the local SVN working copy
This commit is contained in:
+42
-43
@@ -387,13 +387,13 @@ typedef struct
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT8 ubProfileID;
|
||||
UINT16 ubProfileID;
|
||||
|
||||
} send_dismiss_struct;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT8 usSoldierID;
|
||||
UINT16 usSoldierID;
|
||||
FLOAT dNewXPos;
|
||||
FLOAT dNewYPos;
|
||||
|
||||
@@ -401,7 +401,7 @@ typedef struct
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT8 usSoldierID;
|
||||
UINT16 usSoldierID;
|
||||
INT16 usNewDirection;
|
||||
|
||||
} gui_dir;
|
||||
@@ -430,12 +430,12 @@ typedef struct
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
INT8 bTeam;
|
||||
UINT8 gubOutOfTurnPersons;
|
||||
UINT8 gubOutOfTurnOrder[MAXMERCS];
|
||||
UINT16 gubOutOfTurnPersons;
|
||||
UINT16 gubOutOfTurnOrder[MAXMERCS];
|
||||
BOOLEAN fMarkInterruptOccurred;
|
||||
UINT8 Interrupted;
|
||||
UINT16 Interrupted;
|
||||
} INT_STRUCT;
|
||||
|
||||
typedef struct
|
||||
@@ -475,7 +475,7 @@ typedef struct
|
||||
float dForceY;
|
||||
float dForceZ;
|
||||
UINT32 sTargetGridNo;
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
UINT8 ubActionCode;
|
||||
UINT32 uiActionData;
|
||||
UINT16 usItem;
|
||||
@@ -491,7 +491,7 @@ typedef struct
|
||||
float dZ;
|
||||
INT32 sGridNo;
|
||||
bool bWasDud;
|
||||
UINT8 ubOwnerID;
|
||||
UINT16 ubOwnerID;
|
||||
INT32 RealObjectID; // the local ID on the initiating client
|
||||
UINT32 uiPreRandomIndex; // send out our current pre-random index
|
||||
} grenade_result;
|
||||
@@ -499,7 +499,7 @@ typedef struct
|
||||
typedef struct
|
||||
{
|
||||
UINT32 sGridNo;
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
UINT16 usItem;
|
||||
UINT8 ubItemStatus;
|
||||
UINT32 uiWorldIndex; // the local World Index of this bomb on its creators client
|
||||
@@ -511,7 +511,7 @@ typedef struct
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
UINT32 uiWorldItemIndex;
|
||||
UINT8 ubMPTeamIndex;
|
||||
UINT32 uiPreRandomIndex; // send out our current pre-random index
|
||||
@@ -521,7 +521,7 @@ typedef struct
|
||||
{
|
||||
UINT32 uiWorldItemIndex;
|
||||
UINT8 ubMPTeamIndex;
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
UINT32 sGridNo;
|
||||
UINT32 uiPreRandomIndex; // send out our current pre-random index
|
||||
} disarm_struct;
|
||||
@@ -531,7 +531,7 @@ typedef struct
|
||||
INT32 sGridNo;
|
||||
UINT8 ubRadius;
|
||||
UINT16 usItem;
|
||||
UINT8 ubOwner;
|
||||
UINT16 ubOwner;
|
||||
BOOLEAN fSubsequent;
|
||||
INT8 bLevel;
|
||||
INT32 iSmokeEffectID;
|
||||
@@ -541,13 +541,13 @@ typedef struct
|
||||
typedef struct
|
||||
{
|
||||
UINT8 ubDamageFunc; // 1 - gas damage , 2 - explosive damage
|
||||
UINT8 ubSoldierID;
|
||||
UINT16 ubSoldierID;
|
||||
UINT16 usExplosiveClassID;
|
||||
INT16 sSubsequent;
|
||||
BOOL fRecompileMovementCosts;
|
||||
INT16 sWoundAmt;
|
||||
INT16 sBreathAmt;
|
||||
UINT8 ubAttackerID;
|
||||
UINT16 ubAttackerID;
|
||||
UINT16 usItem;
|
||||
INT32 sBombGridNo;
|
||||
UINT32 uiDist;
|
||||
@@ -571,7 +571,7 @@ int client_progress[4];
|
||||
int TEAM;
|
||||
|
||||
UINT8 netbTeam;
|
||||
UINT8 ubID_prefix;
|
||||
UINT16 ubID_prefix;
|
||||
|
||||
bool is_connected=false;
|
||||
bool is_connecting=false;
|
||||
@@ -990,7 +990,7 @@ void recieveHIT(RPCParameters *rpcParameters)
|
||||
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ SWeaponHit->usSoldierID ];
|
||||
UINT16 usSoldierID;
|
||||
UINT8 ubAttackerID;
|
||||
UINT16 ubAttackerID;
|
||||
|
||||
if((SWeaponHit->usSoldierID >= ubID_prefix) && (SWeaponHit->usSoldierID < (ubID_prefix+6))) // within our netbTeam range...
|
||||
usSoldierID = (SWeaponHit->usSoldierID - ubID_prefix);
|
||||
@@ -1017,7 +1017,7 @@ void recieveHIT(RPCParameters *rpcParameters)
|
||||
}
|
||||
|
||||
|
||||
void send_dismiss(UINT8 ubCurrentSoldierID)
|
||||
void send_dismiss(UINT16 ubCurrentSoldierID)
|
||||
{
|
||||
send_dismiss_struct sDismissMerc;
|
||||
|
||||
@@ -1089,8 +1089,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
|
||||
send_hire_struct* sHireMerc = (send_hire_struct*)rpcParameters->input;
|
||||
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT8 iNewIndex;
|
||||
UINT8 ubCount=0;
|
||||
UINT16 iNewIndex;
|
||||
|
||||
SOLDIERCREATE_STRUCT MercCreateStruct;
|
||||
BOOLEAN fReturn = FALSE;
|
||||
@@ -1283,7 +1282,7 @@ UINT8 numenemyLAN( UINT8 ubSectorX, UINT8 ubSectorY )
|
||||
return ubNumEnemies;
|
||||
}
|
||||
|
||||
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
|
||||
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID )
|
||||
{
|
||||
AI_STRUCT send_inv;
|
||||
send_inv.standard_data = *pCreateStruct;
|
||||
@@ -1298,7 +1297,7 @@ void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
|
||||
|
||||
void recieveAI (RPCParameters *rpcParameters)
|
||||
{
|
||||
UINT8 iNewIndex;
|
||||
UINT16 iNewIndex;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
AI_STRUCT* send_inv = (AI_STRUCT*)rpcParameters->input;
|
||||
|
||||
@@ -1921,7 +1920,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
|
||||
|
||||
INT.ubID = pSoldier->ubID;
|
||||
INT.bTeam = pSoldier->bTeam;
|
||||
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
|
||||
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
|
||||
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
|
||||
|
||||
INT.Interrupted=gusSelectedSoldier+ubID_prefix;
|
||||
@@ -1977,7 +1976,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
|
||||
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
|
||||
}
|
||||
}
|
||||
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
|
||||
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
|
||||
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
|
||||
|
||||
if(INT->bTeam==netbTeam)//for us
|
||||
@@ -2025,7 +2024,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
|
||||
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
|
||||
}
|
||||
}
|
||||
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
|
||||
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
|
||||
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
|
||||
|
||||
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
|
||||
@@ -2141,7 +2140,7 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
|
||||
INT_STRUCT INT;
|
||||
INT.ubID = pSoldier->ubID;
|
||||
INT.bTeam = pSoldier->bTeam;
|
||||
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
|
||||
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
|
||||
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
|
||||
INT.fMarkInterruptOccurred=fMarkInterruptOccurred;
|
||||
if(is_server)Sawarded=false;
|
||||
@@ -2182,7 +2181,7 @@ void resume_turn(RPCParameters *rpcParameters)
|
||||
}
|
||||
}
|
||||
|
||||
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
|
||||
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
|
||||
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
|
||||
EndInterrupt( INT->fMarkInterruptOccurred );
|
||||
}
|
||||
@@ -2928,7 +2927,7 @@ void recieveMAPCHANGE( RPCParameters *rpcParameters )
|
||||
}
|
||||
|
||||
// 20091002 - OJW - Explosives
|
||||
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade)
|
||||
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade)
|
||||
{
|
||||
ubOwner = MPEncodeSoldierID(ubOwner); // translate our soldier to the "network" version
|
||||
|
||||
@@ -2993,7 +2992,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
|
||||
CreateItem( gren->usItem, 99, newObj );
|
||||
OBJECTTYPE::CopyToOrCreateAt(&pThrower->pTempObject, newObj);
|
||||
// this will create a grenade and launch it
|
||||
INT32 i = CreatePhysicalObject( pThrower->pTempObject , gren->dLifeSpan , gren->dX , gren->dY , gren->dZ , gren->dForceX , gren->dForceY , gren->dForceZ , pThrower->ubID , gren->ubActionCode , gren->uiActionData, false);
|
||||
INT32 i = CreatePhysicalObject( pThrower->pTempObject, gren->dLifeSpan, gren->dX, gren->dY, gren->dZ, gren->dForceX, gren->dForceY, gren->dForceZ, pThrower->ubID, gren->ubActionCode, gren->uiActionData, false);
|
||||
// save extra state info so we can check and feed it result later
|
||||
ObjectSlots[ i ].mpRealObjectID = gren->RealObjectID;
|
||||
ObjectSlots[ i ].mpTeam = pThrower->bTeam;
|
||||
@@ -3136,7 +3135,7 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
|
||||
}
|
||||
}
|
||||
|
||||
void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
|
||||
void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
|
||||
{
|
||||
explosive_obj exp;
|
||||
|
||||
@@ -3184,7 +3183,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
|
||||
OBJECTTYPE* newObj = new OBJECTTYPE();
|
||||
CreateItem( exp->usItem, exp->ubItemStatus, newObj );
|
||||
INT32 iNewItemIndex;
|
||||
OBJECTTYPE* pObj = AddItemToPoolAndGetIndex( exp->sGridNo, newObj, VISIBLE, exp->ubLevel, exp->usFlags,0, exp->ubID ,&iNewItemIndex);
|
||||
OBJECTTYPE* pObj = AddItemToPoolAndGetIndex( exp->sGridNo, newObj, VISIBLE, exp->ubLevel, exp->usFlags,0, exp->ubID,&iNewItemIndex);
|
||||
// need to save Item Type metadata agaist the world item
|
||||
(*pObj)[0]->data.misc.ubBombOwner = exp->ubID + 2; // this is a hack the designers put into the game, storing the side as well (which isnt relevant in MP, but still have to do it)
|
||||
(*pObj)[0]->data.misc.usBombItem = exp->usItem;
|
||||
@@ -3237,7 +3236,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
|
||||
}
|
||||
}
|
||||
|
||||
void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID)
|
||||
void send_detonate_explosive (UINT32 uiWorldIndex, UINT16 ubID)
|
||||
{
|
||||
ubID = MPEncodeSoldierID(ubID);
|
||||
|
||||
@@ -3351,7 +3350,7 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
|
||||
}
|
||||
}
|
||||
|
||||
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT8 ubID)
|
||||
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT16 ubID)
|
||||
{
|
||||
ubID = MPEncodeSoldierID(ubID);
|
||||
|
||||
@@ -3474,7 +3473,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
|
||||
}
|
||||
}
|
||||
|
||||
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
|
||||
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
|
||||
{
|
||||
spreadeffect_struct sef;
|
||||
|
||||
@@ -3527,7 +3526,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
|
||||
if ( gSmokeEffectData[ uiCount ].fAllocated == TRUE && gSmokeEffectData[ uiCount ].iMPTeamIndex == pSoldier->bTeam && gSmokeEffectData[ uiCount ].iMPSmokeEffectID == sef->iSmokeEffectID)
|
||||
{
|
||||
bFound = true;
|
||||
SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , uiCount , TRUE);
|
||||
SpreadEffect( sef->sGridNo, sef->ubRadius, sef->usItem, sef->ubOwner, sef->fSubsequent, sef->bLevel, uiCount, TRUE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -3544,7 +3543,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
|
||||
}
|
||||
else
|
||||
{
|
||||
SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , sef->iSmokeEffectID , TRUE);
|
||||
SpreadEffect( sef->sGridNo, sef->ubRadius, sef->usItem, sef->ubOwner, sef->fSubsequent, sef->bLevel, sef->iSmokeEffectID, TRUE);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3559,7 +3558,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
|
||||
}
|
||||
}
|
||||
|
||||
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID)
|
||||
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, INT32 iSmokeEffectID)
|
||||
{
|
||||
// i'm reusing this struct, the parameters are essentially the same
|
||||
spreadeffect_struct sef;
|
||||
@@ -3602,7 +3601,7 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
|
||||
guiPreRandomIndex = sef->uiPreRandomIndex;
|
||||
|
||||
// start new smoke effect
|
||||
INT32 iNewSmokeIndex = NewSmokeEffect( sef->sGridNo , sef->usItem , sef->bLevel , sef->ubOwner , TRUE );
|
||||
INT32 iNewSmokeIndex = NewSmokeEffect( sef->sGridNo, sef->usItem, sef->bLevel, sef->ubOwner, TRUE );
|
||||
|
||||
// attach remote id to local smoke effect
|
||||
gSmokeEffectData[iNewSmokeIndex].iMPTeamIndex = pSoldier->bTeam;
|
||||
@@ -3620,7 +3619,7 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
|
||||
}
|
||||
}
|
||||
|
||||
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner )
|
||||
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT16 ubOwner )
|
||||
{
|
||||
explosiondamage_struct exp;
|
||||
exp.ubDamageFunc = 1;
|
||||
@@ -3642,7 +3641,7 @@ void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sS
|
||||
client->RPC("sendEXPLOSIONDAMAGE",(const char*)&exp, (int)sizeof(explosiondamage_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
|
||||
}
|
||||
|
||||
void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
|
||||
void send_explosivedamage( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
|
||||
{
|
||||
explosiondamage_struct exp;
|
||||
exp.ubDamageFunc = 2;
|
||||
@@ -3699,7 +3698,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
|
||||
}
|
||||
else if (exp->ubDamageFunc == 2)
|
||||
{
|
||||
DamageSoldierFromBlast( exp->ubSoldierID , exp->ubAttackerID , exp->sBombGridNo , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->usItem , exp->sSubsequent , TRUE);
|
||||
DamageSoldierFromBlast( exp->ubSoldierID, exp->ubAttackerID, exp->sBombGridNo, exp->sWoundAmt, exp->sBreathAmt, exp->uiDist, exp->usItem, exp->sSubsequent, TRUE);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4206,7 +4205,7 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
|
||||
void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
//this send stats to other clients at intervals
|
||||
UINT8 id = pSoldier->ubID;
|
||||
UINT16 id = pSoldier->ubID;
|
||||
UINT32 time = GetJA2Clock();
|
||||
|
||||
if(id < 20 || (is_server && id <120))
|
||||
@@ -4519,7 +4518,7 @@ void recieveDISCONNECT(RPCParameters* rpcParameters)
|
||||
// kill the dead clients mercs out of the game
|
||||
|
||||
UINT8 iNetbTeam = (cl_num)+5;
|
||||
UINT8 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
|
||||
UINT16 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
|
||||
|
||||
// kill any alive soldiers for the disconnected team
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
|
||||
+15
-15
@@ -36,7 +36,7 @@ extern UINT8 cGameType;
|
||||
extern bool allowlaptop;
|
||||
|
||||
extern UINT8 netbTeam;
|
||||
extern UINT8 ubID_prefix;
|
||||
extern UINT16 ubID_prefix;
|
||||
extern FLOAT cDamageMultiplier;
|
||||
|
||||
//OJW - 20081218
|
||||
@@ -97,33 +97,33 @@ void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
|
||||
void send_hit( EV_S_WEAPONHIT *SWeaponHit );
|
||||
void send_bullet( BULLET * pBullet, UINT16 usHandItem);
|
||||
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
|
||||
void send_dismiss( UINT8 ubCurrentSoldier);
|
||||
void send_dismiss( UINT16 ubCurrentSoldierID);
|
||||
|
||||
void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
|
||||
void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection);
|
||||
|
||||
void send_EndTurn( UINT8 ubNextTeam );
|
||||
|
||||
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
|
||||
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID );
|
||||
|
||||
void send_stop (EV_S_STOP_MERC *SStopMerc);
|
||||
|
||||
void send_interrupt(SOLDIERTYPE *pSoldier);
|
||||
|
||||
// OJW - 20091002 - explosives
|
||||
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade);
|
||||
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade);
|
||||
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud);
|
||||
void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
|
||||
void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID);
|
||||
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
|
||||
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID);
|
||||
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID , INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner );
|
||||
void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
|
||||
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT8 ubID);
|
||||
void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
|
||||
void send_detonate_explosive (UINT32 uiWorldIndex, UINT16 ubID);
|
||||
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
|
||||
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, INT32 iSmokeEffectID);
|
||||
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT16 ubOwner );
|
||||
void send_explosivedamage( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
|
||||
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT16 ubID);
|
||||
|
||||
void OpenChatMsgBox(void);
|
||||
|
||||
INT8 FireBullet( UINT8 ubFirer, BULLET * pBullet, BOOLEAN fFake );
|
||||
INT8 FireBullet( UINT16 ubFirer, BULLET * pBullet, BOOLEAN fFake );
|
||||
|
||||
void reapplySETTINGS();
|
||||
|
||||
@@ -211,7 +211,7 @@ extern BOOLEAN fClientReceivedAllFiles;
|
||||
// sick of confusing myself :)
|
||||
|
||||
// this one should be called before passing an ID off the client
|
||||
inline UINT8 MPEncodeSoldierID( UINT8 ubID )
|
||||
inline UINT16 MPEncodeSoldierID( UINT16 ubID )
|
||||
{
|
||||
if ( ubID < 20 )
|
||||
return ubID + ubID_prefix; // soldier is ours
|
||||
@@ -220,7 +220,7 @@ inline UINT8 MPEncodeSoldierID( UINT8 ubID )
|
||||
}
|
||||
|
||||
// this one can be called anywhere, even if the ID was not "encoded"
|
||||
inline UINT8 MPDecodeSoldierID( UINT8 ubID )
|
||||
inline UINT16 MPDecodeSoldierID( UINT16 ubID )
|
||||
{
|
||||
if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
|
||||
return ubID - ubID_prefix; // soldier is ours
|
||||
@@ -233,7 +233,7 @@ inline bool IsOurSoldier (SOLDIERTYPE* pSoldier)
|
||||
return pSoldier->bTeam == netbTeam || pSoldier->bTeam == 0;
|
||||
}
|
||||
|
||||
inline bool IsOurSoldier (UINT8 ubID)
|
||||
inline bool IsOurSoldier (UINT16 ubID)
|
||||
{
|
||||
return (ubID >= ubID_prefix && ubID < (ubID_prefix + 7)) || ubID < 20;
|
||||
}
|
||||
|
||||
@@ -62,7 +62,7 @@ void startCombat(UINT8 ubStartingTeam);
|
||||
void intAI (SOLDIERTYPE *pSoldier );
|
||||
void teamwiped (void);
|
||||
BOOLEAN check_status (void);
|
||||
extern UINT8 NumEnemyInSector( );
|
||||
extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
|
||||
extern UINT16 NumEnemyInSector( );
|
||||
extern UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
|
||||
void send_heal (SOLDIERTYPE *pSoldier );
|
||||
void requestAIint(SOLDIERTYPE *pSoldier );
|
||||
Reference in New Issue
Block a user