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- MP: Put the interrupt fix code in a define "INTERRUPT_MP_DEADLOCK_FIX
o It seems the fix does not work 100% and if the fix code is enabled the ALT + E feature does not work correctly (for now, disabled the fix) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6036 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+117
-50
@@ -1936,69 +1936,136 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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}
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// WANNE - MP: Here we have to add AddTopMessage() on the clients
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void recieveINTERRUPT (RPCParameters *rpcParameters)
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{
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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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if(INT->bTeam == netbTeam || (is_server && INT->bTeam == 1))//its for us or we are server and its for AI which we control
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#ifdef INTERRUPT_MP_DEADLOCK_FIX
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void recieveINTERRUPT (RPCParameters *rpcParameters)
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{
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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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if(INT->bTeam == netbTeam || (is_server && INT->bTeam == 1))//its for us or we are server and its for AI which we control
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{
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if(INT->bTeam == netbTeam){//for me
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INT->bTeam=0;
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INT->ubID=INT->ubID - ubID_prefix;
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AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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}else{//for ai
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"starting ai" );
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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}
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for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
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{
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if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
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{
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INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
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}
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}
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memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
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gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
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//AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
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if(INT->bTeam == netbTeam){//for me
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//start interrupt turn //real interrupt code
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SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
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ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
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StartInterrupt();
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}
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else//its not for us, make faux interrupt look while it happens
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{
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//this following section starts the interrupt, either with faux interrupt look, or real interrupt code, or nothing if already there
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//if( INT->bTeam != 0)//not for our team - hayden
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//{
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//stop moving merc who was interrupted and init UI bar
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SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
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pMerc->HaultSoldierFromSighting(TRUE);
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FreezeInterfaceForEnemyTurn();
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InitEnemyUIBar( 0, 0 );
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fInterfacePanelDirty = DIRTYLEVEL2;
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gTacticalStatus.fInterruptOccurred = TRUE;
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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//this needed to add details of who's interrupt it is - hayden
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt with %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
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}
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}
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#else
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void recieveINTERRUPT (RPCParameters *rpcParameters)
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{
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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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if(INT->bTeam==netbTeam)//for us
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{
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INT->bTeam=0;
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INT->ubID=INT->ubID - ubID_prefix;
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for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
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{
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if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
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{
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INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
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}
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}
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memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
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gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
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AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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}else{//for ai
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"starting ai" );
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
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}
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for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
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// WANNE - MP: This seems to cause the HANG on AI interrupt where we have to press ALT + E on the server!
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if( INT->bTeam != 0)//not for our team - hayden
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{
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if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
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//stop moving merc who was interrupted and init UI bar
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SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
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pMerc->HaultSoldierFromSighting(TRUE);
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FreezeInterfaceForEnemyTurn();
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InitEnemyUIBar( 0, 0 );
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fInterfacePanelDirty = DIRTYLEVEL2;
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gTacticalStatus.fInterruptOccurred = TRUE;
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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//this needed to add details of who's interrupt it is - hayden
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt with %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
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}
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else
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{
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//it for us ! :)
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if(INT->gubOutOfTurnPersons==0)//indicates finished interrupt maybe can just call end interrupt
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{
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INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"old int finish" );
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}
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else //start our interrupt turn
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
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SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
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ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
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StartInterrupt();
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}
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}
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memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
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gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
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//AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
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//start interrupt turn //real interrupt code
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SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
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ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
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StartInterrupt();
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}
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else//its not for us, make faux interrupt look while it happens
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{
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//this following section starts the interrupt, either with faux interrupt look, or real interrupt code, or nothing if already there
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//if( INT->bTeam != 0)//not for our team - hayden
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//{
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//stop moving merc who was interrupted and init UI bar
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SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
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pMerc->HaultSoldierFromSighting(TRUE);
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FreezeInterfaceForEnemyTurn();
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InitEnemyUIBar( 0, 0 );
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fInterfacePanelDirty = DIRTYLEVEL2;
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gTacticalStatus.fInterruptOccurred = TRUE;
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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//this needed to add details of who's interrupt it is - hayden
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt with %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
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}
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}
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#endif
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void intAI (SOLDIERTYPE *pSoldier )
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{
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@@ -147,6 +147,11 @@ extern char cServerName[30];
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//OJW - 20081224
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#define MAX_CONNECT_RETRIES 5
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// WANNE: If this define is enabled, it hopefully fixes the "enemy AI got stuck on pure client interrupt". (this "fix" was added in revision 5623)
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// After some MP-Tests: It seems there are still problems with enemy interupt and if this define is enabled the ALT + E (give turn to client) does not work correctly. So I disabled this define for now ...
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//#define INTERRUPT_MP_DEADLOCK_FIX
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#define ENABLE_COLLISION (is_server && pBullet->pFirer->ubID<120) || (!is_server && is_client && pBullet->pFirer->ubID<20) || (!is_server && !is_client)
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extern bool auto_retry;
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extern int giNumTries;
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