#pragma once #include "Soldier Init List.h" #include "Merc Hiring.h" #include "event pump.h" extern bool is_connected; extern bool is_connecting; extern bool is_client; extern bool is_server; extern bool is_networked; extern int PLAYER_TEAM_TIMER_SEC_PER_TICKS; //extern char CLIENT_NUM[30]; extern int CLIENT_NUM; extern int ENEMY_ENABLED; extern int CREATURE_ENABLED; extern int MILITIA_ENABLED; extern int CIV_ENABLED; extern int MAX_CLIENTS; extern int SAME_MERC; extern bool allowlaptop; extern UINT8 netbTeam; extern UINT8 ubID_prefix; extern FLOAT DAMAGE_MULTIPLIER; extern UINT16 crate_usMapPos; //extern int INTERRUPTS; extern int ALLOW_EQUIP; extern INT32 MAX_MERCS; void lockui (bool unlock); void start_battle ( void ); void DropOffItemsInSector( UINT8 ubOrderNum ); void test_func2 ( void ); void mp_help (void); void mp_help2 (void); void grid_display ( void); void send_loaded (void); void send_donegui ( UINT8 ubResult ); UINT8 numenemyLAN( UINT8 ubSectorX, UINT8 ubSectorY ); void connect_client ( void ); void start_server (void); void client_packet ( void ); void server_packet ( void ); void server_disconnect (void); void client_disconnect (void); void DialogRemoved( UINT8 ubResult ); void manual_overide(void); void send_path ( SOLDIERTYPE *pSoldier, UINT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim ); void send_stance ( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance ); void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection ); void send_fire( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo ); void send_hit( EV_S_WEAPONHIT *SWeaponHit ); void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver); void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos); void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection); void send_EndTurn( UINT8 ubNextTeam ); void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID ); void send_stop (EV_S_STOP_MERC *SStopMerc); void send_interrupt(SOLDIERTYPE *pSoldier); BOOLEAN CheckConditionsForBattle( GROUP *pGroup ); // this comes from strategic movement.cpp extern char client_names[4][30]; void send_settings(); void StartInterrupt( void );