mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- bugfix mp: fixed up coop
- bugfix mp: fixed bobby rays code my end git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2158 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+97
-133
@@ -153,25 +153,8 @@ typedef struct
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SOLDIERCREATE_STRUCT standard_data;
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OBJECTTYPE slot0;
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OBJECTTYPE slot1;
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OBJECTTYPE slot2;
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OBJECTTYPE slot3;
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OBJECTTYPE slot4;
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OBJECTTYPE slot5;
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OBJECTTYPE slot6;
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OBJECTTYPE slot7;
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OBJECTTYPE slot8;
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OBJECTTYPE slot9;
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OBJECTTYPE slot10;
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OBJECTTYPE slot11;
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OBJECTTYPE slot12;
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OBJECTTYPE slot13;
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OBJECTTYPE slot14;
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OBJECTTYPE slot15;
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OBJECTTYPE slot16;
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OBJECTTYPE slot17;
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OBJECTTYPE slot18;
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OBJECTTYPE slot[55];
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} AI_STRUCT;
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typedef struct
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@@ -368,19 +351,7 @@ void recievePATH(RPCParameters *rpcParameters)
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}
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pSoldier->EVENT_InitNewSoldierAnim( SNetPath->ubNewState, 0, FALSE );
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/* if(SNetPath->ubNewState !=255 )
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{
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EVENT_InitNewSoldierAnim( pSoldier, SNetPath->ubNewState, 0, FALSE );
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}*/
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////ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"state: %d",SNetPath->ubNewState );
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//if(pSoldier->flags.fIsSoldierDelayed==FALSE)
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//{
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// pSoldier->flags.fIsSoldierDelayed=TRUE;
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// request_ovh(pSoldier->ubID);
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//}
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if(pSoldier)pSoldier->EVENT_InitNewSoldierAnim( SNetPath->ubNewState, 0, FALSE );
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}
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@@ -791,6 +762,7 @@ void send_EndTurn( UINT8 ubNextTeam )
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tStruct.tsnetbTeam = netbTeam;
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tStruct.tsubNextTeam = ubNextTeam;
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client->RPC("sendEndTurn",(const char*)&tStruct, (int)sizeof(turn_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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@@ -864,25 +836,12 @@ void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
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send_inv.standard_data = *pCreateStruct;
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send_inv.slot0 = pCreateStruct->Inv[ 0 ];
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send_inv.slot1 = pCreateStruct->Inv[ 1 ];
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send_inv.slot2 = pCreateStruct->Inv[ 2];
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send_inv.slot3 = pCreateStruct->Inv[ 3 ];
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send_inv.slot4 = pCreateStruct->Inv[ 4 ];
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send_inv.slot5 = pCreateStruct->Inv[ 5 ];
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send_inv.slot6 = pCreateStruct->Inv[ 6 ];
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send_inv.slot7 = pCreateStruct->Inv[ 7 ];
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send_inv.slot8 = pCreateStruct->Inv[ 8 ];
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send_inv.slot9 = pCreateStruct->Inv[ 9 ];
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send_inv.slot10 = pCreateStruct->Inv[ 10 ];
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send_inv.slot11 = pCreateStruct->Inv[ 11 ];
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send_inv.slot12 = pCreateStruct->Inv[ 12 ];
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send_inv.slot13 = pCreateStruct->Inv[ 13 ];
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send_inv.slot14 = pCreateStruct->Inv[ 14 ];
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send_inv.slot15 = pCreateStruct->Inv[ 15 ];
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send_inv.slot16 = pCreateStruct->Inv[ 16 ];
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send_inv.slot17 = pCreateStruct->Inv[ 17 ];
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send_inv.slot18 = pCreateStruct->Inv[ 18 ];
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for(int x=0;x<55;x++)
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{
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send_inv.slot[x] = pCreateStruct->Inv[x];
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}
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@@ -954,25 +913,16 @@ void recieveAI (RPCParameters *rpcParameters)
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memcpy( new_standard_data.VestPal , send_inv->standard_data.VestPal, sizeof( PaletteRepID ));
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new_standard_data.Inv[0] = send_inv->slot0;
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new_standard_data.Inv[1] = send_inv->slot1;
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new_standard_data.Inv[2] = send_inv->slot2;
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new_standard_data.Inv[3] = send_inv->slot3;
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new_standard_data.Inv[4] = send_inv->slot4;
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new_standard_data.Inv[5] = send_inv->slot5;
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new_standard_data.Inv[6] = send_inv->slot6;
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new_standard_data.Inv[7] = send_inv->slot7;
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new_standard_data.Inv[8] = send_inv->slot8;
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new_standard_data.Inv[9] = send_inv->slot9;
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new_standard_data.Inv[10] = send_inv->slot10;
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new_standard_data.Inv[11] = send_inv->slot11;
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new_standard_data.Inv[12] = send_inv->slot12;
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new_standard_data.Inv[13] = send_inv->slot13;
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new_standard_data.Inv[14] = send_inv->slot14;
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new_standard_data.Inv[15] = send_inv->slot15;
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new_standard_data.Inv[16] = send_inv->slot16;
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new_standard_data.Inv[17] = send_inv->slot17;
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new_standard_data.Inv[18] = send_inv->slot18;
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for(int x=0;x<55;x++)
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{
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//OBJECTTYPE Object;
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//new_standard_data.Inv[x]
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//new_standard_data.Inv[x].fFlags = send_inv->slot[x].fFlags;
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if(send_inv->slot[x].usItem != 0)CreateItems( send_inv->slot[x].usItem, 100, send_inv->slot[x].ubNumberOfObjects, &new_standard_data.Inv[x] );
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//new_standard_data.Inv[x] = Object;
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}
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new_standard_data.fPlayerPlan=1;
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@@ -1339,10 +1289,10 @@ void DropOffItemsInSector( UINT8 ubOrderNum )
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if( !fSectorLoaded )
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{
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//build an array of objects to be added
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pObject = (OBJECTTYPE *) MemAlloc( sizeof( OBJECTTYPE ) * usNumberOfItems );
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pObject = new OBJECTTYPE[ usNumberOfItems ];
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if( pObject == NULL )
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return;
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memset( pObject, 0, sizeof( OBJECTTYPE ) * usNumberOfItems );
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/*memset( pObject, 0, sizeof( OBJECTTYPE ) * usNumberOfItems );*/
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}
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@@ -1367,7 +1317,8 @@ void DropOffItemsInSector( UINT8 ubOrderNum )
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}
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else
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{
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memcpy( &pObject[ uiCount ], &Object, sizeof( OBJECTTYPE ) );
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pObject[ uiCount ] = Object;
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//memcpy( &pObject[ uiCount ], &Object, sizeof( OBJECTTYPE ) );//fixed for NIV
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uiCount++;
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}
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@@ -1386,7 +1337,7 @@ void DropOffItemsInSector( UINT8 ubOrderNum )
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//error
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Assert( 0 );
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}
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MemFree( pObject );
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delete[] pObject ;
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pObject = NULL;
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}
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@@ -2068,8 +2019,8 @@ void send_death( SOLDIERTYPE *pSoldier )
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if(pS_bTeam>5)pS_bTeam=pS_bTeam-5;
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if(pS_bTeam==0)pS_bTeam=CLIENT_NUM;
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}
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ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],pS_name,(pS_bTeam),client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
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if (pSoldier->bTeam==1) ScreenMsg( FONT_YELLOW, MSG_CHAT, L"You Killed An Enemy AI");
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else ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],pS_name,(pS_bTeam),client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
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//ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],(pS_bTeam), pS_name,client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
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}
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@@ -2113,13 +2064,20 @@ void recieveDEATH (RPCParameters *rpcParameters)
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pSoldier->usAnimState=50;
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ScreenMsg( FONT_YELLOW, MSG_CHAT, L"made merc corpse/dead");
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TurnSoldierIntoCorpse( pSoldier, TRUE, TRUE );
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ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],pS_name,(pS_bTeam),client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
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if ( CheckForEndOfBattle( FALSE ) )
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{
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ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"All over red rover...");
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}
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if (pSoldier->bTeam==1) ScreenMsg( FONT_YELLOW, MSG_CHAT, L"An Enemy AI was killed...");
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else ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],pS_name,(pS_bTeam),client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
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//ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],(pS_bTeam),pS_name,client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
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}
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else
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{
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ScreenMsg( FONT_YELLOW, MSG_CHAT, L"merc allready corpse/dead");
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if (pSoldier->bTeam==1) ScreenMsg( FONT_YELLOW, MSG_CHAT, L"An Enemy AI was killed...");
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CheckForEndOfBattle( FALSE );
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}
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}
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@@ -2200,45 +2158,45 @@ void cheat_func(void)
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}
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}
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//void start_tt(void)
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//{
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// if(is_server)
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// {
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// ScreenMsg( FONT_YELLOW, MSG_CHAT, L"manually starting turnbased mode...");
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//
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// gTacticalStatus.uiFlags |= INCOMBAT;
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// EndTurn (START_TEAM_TURN);
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// }
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//
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//}
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BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
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{
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SOLDIERTYPE *pSoldier;
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int cnt;
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int soldiers= 0 ;
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//void unlock (void)
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//{
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//
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// ScreenMsg( FONT_YELLOW, MSG_CHAT, L"unlocking ui...");
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// guiPendingOverrideEvent = LU_ENDUILOCK;
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// guiPendingOverrideEvent = LA_ENDUIOUTURNLOCK;
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//
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//
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//}
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//void request_ovh(UINT8 ubID)
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//{
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// ovh_struct rOvh;
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// rOvh.clnum=atoi (CLIENT_NUM);
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// rOvh.ubid=ubID;
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// if(ubID < 20)rOvh.ubid=ubID+ubID_prefix;
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// ++tcount;
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//
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// SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
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// //ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"requesting: %d",pSoldier->sGridNo );
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//
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// //ScreenMsg( FONT_YELLOW, MSG_CHAT, L"center: %d",tcount);
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// if(tcount==10)tcount=0;
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//
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// client->RPC("rOVH",(const char*)&rOvh, (int)sizeof(ovh_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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//
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//}
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for(int x=0;x < MAXTEAMS; x++)
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{
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for(cnt = gTacticalStatus.Team[ x ].bFirstID;cnt <= gTacticalStatus.Team[ x ].bLastID; cnt++)
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{
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pSoldier = MercPtrs[ cnt ];
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if(pSoldier->stats.bLife!=0 && pSoldier->bActive && pSoldier->bInSector)
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{
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soldiers++;
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}
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}
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if(soldiers>0)
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{
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gTacticalStatus.Team[ x ].bTeamActive=1;
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gTacticalStatus.Team[x].bMenInSector=soldiers;
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soldiers=0 ;
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}
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else
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{
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gTacticalStatus.Team[ x ].bTeamActive=0;
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gTacticalStatus.Team[x].bMenInSector=0;
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}
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}
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if((gTacticalStatus.Team[ 0 ].bTeamActive==1 || gTacticalStatus.Team[ 6 ].bTeamActive==1 || gTacticalStatus.Team[ 7 ].bTeamActive==1 || gTacticalStatus.Team[ 0 ].bTeamActive==1 || gTacticalStatus.Team[ 9 ].bTeamActive==1 )&& NumEnemyInSector() > 0)return(TRUE);
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else return(FALSE);
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}
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void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
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{
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@@ -2252,7 +2210,7 @@ void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
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{
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pSoldier->usLastUpdateTime = time;
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}
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if((time - (pSoldier->usLastUpdateTime)) > 2000)
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if((time - (pSoldier->usLastUpdateTime)) > 2000 && pSoldier->stats.bLife!=0)
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{
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pSoldier->usLastUpdateTime = time;
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//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"update: %d ",time );
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@@ -2269,7 +2227,7 @@ void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
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SUpdateNetworkSoldier.bBleeding=pSoldier->bBleeding;
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SUpdateNetworkSoldier.ubDirection=pSoldier->ubDirection;
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if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet...
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if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE || ((gTacticalStatus.ubTopMessageType == COMPUTER_INTERRUPT_MESSAGE || gTacticalStatus.ubTopMessageType == COMPUTER_TURN_MESSAGE )&& is_server)) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet...
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{
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SUpdateNetworkSoldier.usTactialTurnLimitCounter = gTacticalStatus.usTactialTurnLimitCounter;
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SUpdateNetworkSoldier.usTactialTurnLimitMax = gTacticalStatus.usTactialTurnLimitMax;
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@@ -2300,12 +2258,13 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
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if( pSoldier->sGridNo != SUpdateNetworkSoldier->sAtGridNo)
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{
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pSoldier->EVENT_InternalSetSoldierPosition( sCellX, sCellY ,FALSE, FALSE, FALSE );//new syncing call to correct network lag/drift
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//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"sync to pos: %d",pSoldier->sGridNo );
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//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"sync ubid:%d grid %d to %d",pSoldier->ubID,pSoldier->sGridNo,SUpdateNetworkSoldier->sAtGridNo );
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}
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if(pSoldier->ubDirection != SUpdateNetworkSoldier->ubDirection)
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{
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pSoldier->EVENT_SetSoldierDesiredDirection( SUpdateNetworkSoldier->ubDirection );
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//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"sync ubid:%d dir %d to %d",pSoldier->ubID, pSoldier->ubDirection, SUpdateNetworkSoldier->ubDirection );
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}
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@@ -2318,22 +2277,6 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
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}
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}
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//void advance_ovh_frame (RPCParameters *rpcParameters)
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//{
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//
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// adv* aoh = (adv*)rpcParameters->input;
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// UINT8 ryubid = aoh->ubid;
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//
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// if((ryubid >= ubID_prefix) && (ryubid < (ubID_prefix+7))) // within our netbTeam range...
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// {
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// ryubid = (ryubid - ubID_prefix);
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// }
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// SOLDIERTYPE *pSoldier = MercPtrs[ ryubid ];
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// //ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"advancing: %d",pSoldier->sGridNo );
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// pSoldier->flags.fIsSoldierDelayed = false;
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// //ovh_advance=true;
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//
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//}
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void kick_player (void)
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{
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@@ -2520,6 +2463,26 @@ void startCombat(UINT8 ubStartingTeam)
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}
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void teamwiped ( void )
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{
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sc_struct data;
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data.ubStartingTeam=netbTeam;
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client->RPC("sendWIPE",(const char*)&data, (int)sizeof(sc_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void recieve_wipe (RPCParameters *rpcParameters)
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{
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sc_struct* data = (sc_struct*)rpcParameters->input;
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"Team #%d is wiped out.", data->ubStartingTeam );
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if(is_server)
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{
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if(gTacticalStatus.ubCurrentTeam==data->ubStartingTeam)EndTurn( data->ubStartingTeam+1 );
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}
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}
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//***************************
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//*** client connection*****
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@@ -2566,6 +2529,7 @@ void connect_client ( void )
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REGISTER_STATIC_RPC(client, recieve_door);
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REGISTER_STATIC_RPC(client, null_team);
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REGISTER_STATIC_RPC(client, gotoRT);
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REGISTER_STATIC_RPC(client, recieve_wipe);
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//***
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if (b)
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@@ -54,4 +54,9 @@ extern UINT8 gubCheatLevel;
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void startCombat(UINT8 ubStartingTeam);
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extern int WEAPON_READIED_BONUS;
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extern int WEAPON_READIED_BONUS;
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void teamwiped (void);
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BOOLEAN check_status (void);
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extern UINT8 NumEnemyInSector( );
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@@ -190,6 +190,11 @@ void endINTERRUPT(RPCParameters *rpcParameters)
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server->RPC("resume_turn",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void sendWIPE(RPCParameters *rpcParameters)
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{
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server->RPC("recieve_wipe",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void startCOMBAT(RPCParameters *rpcParameters)
|
||||
{
|
||||
if(!( gTacticalStatus.uiFlags & INCOMBAT ))
|
||||
@@ -536,6 +541,7 @@ void start_server (void)
|
||||
REGISTER_STATIC_RPC(server, endINTERRUPT);
|
||||
REGISTER_STATIC_RPC(server, sendREAL);
|
||||
REGISTER_STATIC_RPC(server, startCOMBAT);
|
||||
REGISTER_STATIC_RPC(server, sendWIPE);
|
||||
//
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user