mirror of
https://github.com/1dot13/source.git
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New Features - Added hits, misses, accuracy to scoreboard - Added in-game chat with history - Added more options from the ini to the host screen, Use NIV and Enable civillians bugfixes - Clients connecting at the same time controlling the wrong client - Team Deathmatch working again - Refreshing the player list after a player changes team / edge - AI is always on for Co-op now - There is now always a scoreboard in Co-op even when you lose. - scores on the Co-op scoreboard have been fixed for all deaths including bleeding - Start Game button now only appears for server - Fixed cleaning up game resources on disconnection - Disabled the 1,2,3,4 keys for connecting / disconnecting - Fixed victory conditions for all game modes - Fixed players names getting copied into TeamTurnString each game resulting in multiple names - Fixed Assertion bug caused by the game sometimes calling SetCurrentWorldSector more than once before placement of mercs - Fixed a bug that was possible when merging items such as M14 and EBR stock on mapscreen. - Fixed bug with game starting while a player was in chat, closes chat window when game is starting - Fixed bug with game starting while a player was in the options screen, if the player leaves the mapscreen while ready, they are set to unready - Team and Spawn direction popups changed to use buttons to open/close them - Disabled players joining after the laptop has been unlocked, as they would be out of state with any hires git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2628 3b4a5df2-a311-0410-b5c6-a8a6f20db521
92 lines
1.8 KiB
C
92 lines
1.8 KiB
C
#pragma once
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//time for a new header :)
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extern int readyteamreg[10];
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extern bool NOGEAR;
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typedef struct
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{
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UINT16 soldier_id;
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UINT16 attacker_id;
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UINT8 attacker_team;
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UINT8 soldier_team;
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}death_struct;
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typedef struct
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{
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UINT16 ubID;
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INT16 sGridNo;
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BOOLEAN fNoAnimations;
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}doors;
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typedef struct
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{
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UINT16 ubID;
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INT8 bLife;
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INT8 bBleeding;
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}heal;
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typedef struct
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{
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UINT16 ubID;
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INT8 bteam;
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}AIint;
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BOOLEAN DisplayMercsInventory(UINT8 ubMercID);
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void send_door ( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations );
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void send_changestate (EV_S_CHANGESTATE * SChangeState);
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void send_death( SOLDIERTYPE *pSoldier);
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void send_hitstruct(EV_S_STRUCTUREHIT * SStructureHit);
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void send_hitwindow(EV_S_WINDOWHIT * SWindowHit);
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void send_miss(EV_S_MISS * SMiss);
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void cheat_func(void);
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//void start_tt(void);
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void unlock (void);
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void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier );
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extern BOOLEAN gfUIInterfaceSetBusy;
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void TrashAllSoldiers( );
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void kick_player (void);
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void overide_turn (void);
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extern bool DISABLE_MORALE;
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void send_fireweapon ( EV_S_FIREWEAPON * SFireWeapon);
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void end_interrupt ( BOOLEAN fMarkInterruptOccurred );
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void EndInterrupt( BOOLEAN fMarkInterruptOccurred );
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void sendRT (void);
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extern int numreadyteams;//for realtime
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extern bool requested;
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extern bool getReal;
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extern UINT8 gubCheatLevel;
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void startCombat(UINT8 ubStartingTeam);
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extern int WEAPON_READIED_BONUS;
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void intAI (SOLDIERTYPE *pSoldier );
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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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extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
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void send_heal (SOLDIERTYPE *pSoldier );
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extern int DISABLE_SPEC_MODE;
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void requestAIint(SOLDIERTYPE *pSoldier ); |