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Merged from revision: 7757
Multiplayer Bugfix: Reverted the "endless interrupt bugfix" for the pure client, because it was not working correctly, and the server could not press ALT + E to give the turn back to the client, if stuck. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7758 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+115
-51
@@ -1946,68 +1946,127 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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client->RPC("sendINTERRUPT",(const char*)&INT, (int)sizeof(INT_STRUCT)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void recieveINTERRUPT (RPCParameters *rpcParameters)
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{
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if (cGameType == MP_TYPE_COOP)
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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)//its for us or we are server and its for AI which we control
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if (cGameType == MP_TYPE_COOP)
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{
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if(INT->bTeam == netbTeam)
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{
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//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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}
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else
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{
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//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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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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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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if( INT->bTeam == netbTeam || is_server)//its for us or we are server and its for AI which we control
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{
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if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
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if(INT->bTeam == netbTeam)
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{
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INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
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//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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}
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else
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{
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//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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}
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memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
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gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
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if(INT->bTeam==netbTeam)//for us
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AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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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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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 us
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AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ 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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// It is our team
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else if(INT->bTeam == 0)
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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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//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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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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// It is our team
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else if(INT->bTeam == 0)
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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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//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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}
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else
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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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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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// 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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//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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//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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//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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}
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}
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else
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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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@@ -2027,13 +2086,16 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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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"Interrupt of %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
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}
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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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//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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@@ -2062,7 +2124,8 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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}
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}
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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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@@ -4339,11 +4402,11 @@ void overide_turn (void)
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CHAR16 Cmsg[255];
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if (cMaxClients == 2)
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swprintf(Cmsg, MPClientMessage[30], client_names[0], client_names[1],"<?>","<?>");
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swprintf(Cmsg, MPClientMessage[30], client_names[1],"<?>","<?>");
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else if (cMaxClients == 3)
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swprintf(Cmsg, MPClientMessage[30], client_names[0], client_names[1],client_names[2],"<?>");
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swprintf(Cmsg, MPClientMessage[30], client_names[1],client_names[2],"<?>");
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else
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swprintf(Cmsg, MPClientMessage[30], client_names[0], client_names[1],client_names[2],client_names[3]);
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swprintf(Cmsg, MPClientMessage[30], client_names[1],client_names[2],client_names[3]);
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SGPRect CenterRect = { 100 + xResOffset, 100 + yResOffset, SCREEN_WIDTH - 100 - xResOffset, 300 + yResOffset };
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@@ -4360,7 +4423,8 @@ void turn_callback (UINT8 ubResult)
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// Pressed '1'
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if(ubResult ==1)
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{
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EndTurn( 0 );
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// WANNE: Nothing should happen. Do not give the turn to the server!
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//EndTurn( 0 );
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}
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else
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{
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@@ -148,6 +148,10 @@ 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 either. 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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//#define INTERRUPT_MP_DEADLOCK_FIX
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// WANNE: This features seems to work without any errors, so it is enabled :)
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#define ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
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