Merged Multi Player Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2144 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-05-12 08:20:47 +00:00
parent c448713412
commit 3e22dce318
132 changed files with 14527 additions and 4859 deletions
+31 -1
View File
@@ -42,6 +42,8 @@
#include <vector>
#endif
#include "connect.h"
#ifdef JA2EDITOR
#include "Soldier Init List.h"
extern SOLDIERINITNODE *gpSelected;
@@ -1180,6 +1182,7 @@ void RenderOverheadOverlays()
{ //loop through all soldiers.
end = MAX_NUM_SOLDIERS;
}
if(is_networked)end = MAX_NUM_SOLDIERS;
for( i = 0; i < end; i++ )
{
@@ -1200,7 +1203,14 @@ void RenderOverheadOverlays()
if( !gfTacticalPlacementGUIActive && pSoldier->bLastRenderVisibleValue == -1 && !(gTacticalStatus.uiFlags&SHOW_ALL_MERCS) )
{
continue;
//hayden
if(is_networked && pSoldier->bSide==0)
{
}
else
{
continue;// ie dont render
}
}
if ( pSoldier->sGridNo == NOWHERE )
@@ -1263,6 +1273,16 @@ void RenderOverheadOverlays()
#endif
if( !gfTacticalPlacementGUIActive )
{ //normal
if(is_networked)
{
if(pSoldier->bTeam!=0)
{
if(pSoldier->bSide==1)Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 1 );
if(pSoldier->bSide==0)Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 3 );
}
else Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
}
else
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
}
@@ -1287,6 +1307,16 @@ void RenderOverheadOverlays()
}
else
{ //normal
if(is_networked)
{
if(pSoldier->bTeam!=0)
{
if(pSoldier->bSide==1)continue;//dont render enemy
if(pSoldier->bSide==0)Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 3 );
}
else Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
}
else
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
}