222 lines
7 KiB
C
222 lines
7 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Prototypes for network management functions.
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*
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*/
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#ifdef NETWORK
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#ifndef _NETWORK_H
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#define _NETWORK_H
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#include "gameseq.h"
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#include "multi.h"
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#include "newmenu.h"
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#define NETSTAT_MENU 0
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#define NETSTAT_PLAYING 1
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#define NETSTAT_BROWSING 2
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#define NETSTAT_WAITING 3
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#define NETSTAT_STARTING 4
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#define NETSTAT_ENDLEVEL 5
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#define CONNECT_DISCONNECTED 0
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#define CONNECT_PLAYING 1
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#define CONNECT_WAITING 2
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#define CONNECT_DIED_IN_MINE 3
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#define CONNECT_FOUND_SECRET 4
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#define CONNECT_ESCAPE_TUNNEL 5
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#define CONNECT_END_MENU 6
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#define MAX_ACTIVE_NETGAMES 12
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typedef struct sequence_packet {
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ubyte type;
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netplayer_info player;
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} __pack__ sequence_packet;
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#ifdef SHAREWARE
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#define NET_XDATA_SIZE 256
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#else
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#define NET_XDATA_SIZE 454
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#endif
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#ifdef SHAREWARE
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typedef struct frame_info {
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ubyte type; // What type of p
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int numpackets;
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short objnum;
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ubyte playernum;
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short obj_segnum;
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vms_vector obj_pos;
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vms_matrix obj_orient;
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physics_info obj_phys_info;
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ubyte obj_render_type;
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ubyte level_num;
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ushort data_size; // Size of data appended to the net packet
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ubyte data[NET_XDATA_SIZE]; // extra data to be tacked on the end
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} __pack__ frame_info;
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#else
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typedef struct frame_info {
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ubyte type; // What type of packet
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ubyte pad[3]; // Pad out length of frame_info packet
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int numpackets;
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vms_vector obj_pos;
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vms_matrix obj_orient;
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vms_vector phys_velocity;
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vms_vector phys_rotvel;
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short obj_segnum;
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ushort data_size; // Size of data appended to the net packet
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ubyte playernum;
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ubyte obj_render_type;
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ubyte level_num;
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char data[NET_XDATA_SIZE]; // extra data to be tacked on the end
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} __pack__ frame_info;
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#endif
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void network_start_game();
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void network_join_game();
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void network_rejoin_game();
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void network_leave_game();
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int network_endlevel(int *secret);
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void network_endlevel_poll2( int nitems, struct newmenu_item * menus, int * key, int citem );
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int network_level_sync();
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void network_send_endlevel_packet();
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int network_delete_extra_objects();
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int network_find_max_net_players();
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int network_objnum_is_past(int objnum);
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char * network_get_player_name( int objnum );
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void network_disconnect_player(int playernum);
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int network_whois_master();
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extern int Network_send_objects;
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extern int Network_send_objnum;
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extern int PacketUrgent;
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extern int Network_rejoined;
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extern int Network_new_game;
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extern int Network_status;
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extern int restrict_mode;
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extern fix LastPacketTime[MAX_PLAYERS];
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extern ushort my_segments_checksum;
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//extern int Network_allow_socket_changes;
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//added on 8/4/98 by Matt Mueller for global short packets declaration
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extern int Network_short_packets; // short packets or not
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//end modified section - Matt Mueller
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//added on 8/5/98 by Victor Rachels for global pps editing
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extern int Network_pps; // packets per second
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//end edit - Victor Rachels
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extern int network_who_is_master(void);
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extern int PingTable[MAX_PLAYERS];
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extern void network_ping_all();
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extern void network_handle_ping_return (ubyte pnum);
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// By putting an up-to-20-char-message into Network_message and
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// setting Network_message_reciever to the player num you want to
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// send it to (100 for broadcast) the next frame the player will
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// get your message.
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// Call once at the beginning of a frame
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void network_do_frame(int force, int listen);
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// Tacks data of length 'len' onto the end of the next
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// packet that we're transmitting.
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void network_send_data( ubyte * ptr, int len, int urgent );
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//added on 11/16/98 by Victor Rachels for use with mlticntrl
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extern sequence_packet Network_player_rejoining; // Who is rejoining now?
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extern int Network_player_added;
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extern int IPX_Socket;
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#define DUMP_CLOSED 0
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#define DUMP_FULL 1
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#define DUMP_ENDLEVEL 2
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#define DUMP_DORK 3
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#define DUMP_ABORTED 4
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#define DUMP_CONNECTED 5
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#define DUMP_LEVEL 6
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#define NETWORK_TIMEOUT (10*F1_0) // 10 seconds disconnect timeout
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#define REFUSE_INTERVAL F1_0 * 8
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void network_send_objects(void);
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void network_dump_player(ubyte * server, ubyte *node, int why);
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void network_send_game_info(sequence_packet *their, int light);
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//end this section change - VR
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#ifdef SHAREWARE
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#define PID_REQUEST 11
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#define PID_SYNC 13
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#define PID_PDATA 14
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#define PID_ADDPLAYER 15
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#define PID_DUMP 17
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#define PID_ENDLEVEL 18
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#define PID_QUIT_JOINING 20
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#define PID_OBJECT_DATA 21
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#define PID_GAME_LIST 22
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#define PID_GAME_INFO 24
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#else
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#define PID_REQUEST 25
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#define PID_SYNC 27
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#define PID_PDATA 28
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#define PID_ADDPLAYER 29
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#define PID_DUMP 31
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#define PID_ENDLEVEL 32
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#define PID_QUIT_JOINING 34
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#define PID_OBJECT_DATA 35
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#define PID_GAME_LIST 36
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#define PID_GAME_INFO 37
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#endif
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#define PID_SHORTPDATA 48
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#define PID_D1X_GAME_INFO_REQ 65
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#define PID_D1X_GAME_INFO 66
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#define PID_D1X_GAME_LITE_REQ 67
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#define PID_D1X_GAME_LITE 68
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#define PID_D1X_SYNC 69
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#define PID_PDATA_SHORT2 70
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#define PID_D1X_REQUEST 71
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//added 03/04/99 Matt Mueller - send multi data, without extra baggage
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#define PID_DIRECTDATA 72
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//end addition -MM
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#define PID_PING_SEND 73
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#define PID_PING_RETURN 74
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#define NETGAME_ANARCHY 0
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#define NETGAME_TEAM_ANARCHY 1
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#define NETGAME_ROBOT_ANARCHY 2
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#define NETGAME_COOPERATIVE 3
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typedef struct endlevel_info {
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ubyte type;
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ubyte player_num;
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sbyte connected;
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short kill_matrix[MAX_PLAYERS][MAX_PLAYERS];
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short kills;
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short killed;
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ubyte seconds_left;
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} __pack__ endlevel_info;
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#endif
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#endif
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