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- MP: Moved the FOV (friendly players share same field of view) to a define ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV (currently disabled)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6041 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1114,7 +1114,10 @@ void recieveHIRE(RPCParameters *rpcParameters)
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pSoldier->bSide=0; //default coop only
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gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=0;
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#ifdef ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
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pSoldier->bVisible = 1;
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#endif
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if(MercCreateStruct.ubProfile==SLAY)//slay
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{
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@@ -1125,16 +1128,23 @@ void recieveHIRE(RPCParameters *rpcParameters)
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if(cGameType==MP_TYPE_DEATHMATCH)//all vs all only
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{
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pSoldier->bSide=1;
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#ifdef ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
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pSoldier->bVisible = 0;
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#endif
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gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
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}
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if(cGameType==MP_TYPE_TEAMDEATMATCH) //allow teams
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{
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if(sHireMerc->team != TEAM)
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{
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pSoldier->bSide=1;
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#ifdef ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
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pSoldier->bVisible = 0;
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#endif
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gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
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}
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}
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@@ -148,10 +148,16 @@ extern char cServerName[30];
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//OJW - 20081224
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#define MAX_CONNECT_RETRIES 5
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// WANNE: 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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// 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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// WANNE: This features seems to work, but there is a big problem: If the enemy is moving the game always wants to scroll to the enemy for the client who does not really see the enemy.
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// This makes is impossible to play because it is always scrolling... Disabled for now!
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// WANNE: If enabled, friendly players (in COOP and Team-Deathmatch) share the same field of view for the enemies.
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// For example: If client #1 sees an enemy, also friendly client #2 sees the enemy on the minimap.
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//#define ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
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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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