Files
source/Multiplayer/network.h
T
2008-05-21 10:23:54 +00:00

87 lines
1.4 KiB
C

#pragma once
//this one just for structs, variables and functions used between the client and server scripts...
extern char CLIENT_NAME[30];
extern bool Sawarded;
typedef struct
{
UINT8 client_num;
char client_name[30];
int team;
int cl_edge;
}client_info;
typedef struct
{
int max_clients;
int same_merc;
float damage_multiplier;
INT16 gsMercArriveSectorX;
INT16 gsMercArriveSectorY;
int ENEMY_ENABLED;
int CREATURE_ENABLED;
int MILITIA_ENABLED;
int CIV_ENABLED;
int gsPLAYER_BSIDE;
INT32 secs_per_tick;
INT32 starting_balance;
bool soDis_Bobby;
bool soDis_Equip;
BOOLEAN sofGunNut;
UINT8 soubGameStyle;
UINT8 soubDifficultyLevel;
BOOLEAN sofTurnTimeLimit;
BOOLEAN sofIronManMode;
UINT8 soubBobbyRay;
BOOLEAN sofNewInv;
INT32 gsMAX_MERCS;
UINT8 client_num;
char client_name[30];
char client_names[4][30];
//int cl_ops[4];
int team;
int TESTING;
char kitbag[100];
bool emorale;
int gsREPORT_NAME;
int cl_edge;
float TIME;
int WEAPON_READIED_BONUS;
int ALLOW_CUSTOM_NIV;
int DISABLE_SPEC_MODE;
} settings_struct;
//typedef struct
//{
// int clnum;
// UINT8 ubid;
//}ovh_struct;
//
//typedef struct
//{
// UINT8 ubid;
//}adv;
typedef struct
{
BOOLEAN fMarkInterruptOccurred;
INT8 bteam;
UINT8 ubid;
}endINT;
typedef struct
{
INT8 bteam;
}real_struct;
typedef struct
{
UINT8 ubStartingTeam;
}sc_struct;