428 lines
14 KiB
C
428 lines
14 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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* Defines and exported variables for multi.c
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*
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*/
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#ifndef _MULTI_H
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#define _MULTI_H
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#include "gameseq.h"
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#include "piggy.h"
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#include "vers_id.h"
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#include "powerup.h"
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#include "newmenu.h"
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// Need these for non network builds too -Chris
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#define MAX_MESSAGE_LEN 35
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#define MAX_NUM_NET_PLAYERS 8 // How many simultaneous network players do we support?
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#ifdef NETWORK
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#ifdef _WIN32
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#include <winsock.h>
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#include <io.h>
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#else
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <netdb.h>
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#include <arpa/inet.h>
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#include <unistd.h>
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#include <sys/time.h>
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#endif
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#ifdef IPv6
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#define _sockaddr sockaddr_in6
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#define _af AF_INET6
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#define _pf PF_INET6
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#else
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#define _sockaddr sockaddr_in
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#define _af AF_INET
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#define _pf PF_INET
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#endif
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// PROTOCOL VARIABLES AND DEFINES
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extern int multi_protocol; // set and determinate used protocol
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#define MULTI_PROTO_IPX 1 // IPX-type protocol (IPX, KALI)
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#define MULTI_PROTO_UDP 2 // UDP protocol
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// What version of the multiplayer protocol is this?
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// Protocol versions:
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// 1 Descent Shareware
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// 2 Descent Registered/Commercial
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// 3 Descent II Shareware
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// 4 Descent II Commercial
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#define MULTI_PROTO_VERSION 2
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// these two defines should become obsolete due to strict version checking in UDP
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#define MULTI_PROTO_D1X_VER 7 // Increment everytime we change networking features - based on ubyte, must never be > 255
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#define MULTI_PROTO_D1X_MINOR 1 //Incrementing this seems the only way possible. Still stays backwards compitible.
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// PROTOCOL VARIABLES AND DEFINES - END
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#define MULTI_POSITION 0
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#define MULTI_REAPPEAR 1
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#define MULTI_FIRE 2
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#define MULTI_KILL 3
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#define MULTI_REMOVE_OBJECT 4
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#define MULTI_PLAYER_EXPLODE 5
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#define MULTI_MESSAGE 6
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#define MULTI_QUIT 7
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#define MULTI_PLAY_SOUND 8
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#define MULTI_BEGIN_SYNC 9
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#define MULTI_CONTROLCEN 10
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#define MULTI_ROBOT_CLAIM 11
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#define MULTI_END_SYNC 12
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#define MULTI_CLOAK 13
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#define MULTI_ENDLEVEL_START 14
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#define MULTI_DOOR_OPEN 15
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#define MULTI_CREATE_EXPLOSION 16
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#define MULTI_CONTROLCEN_FIRE 17
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#define MULTI_PLAYER_DROP 18
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#define MULTI_CREATE_POWERUP 19
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#define MULTI_CONSISTENCY 20
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#define MULTI_DECLOAK 21
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#define MULTI_MENU_CHOICE 22
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#define MULTI_ROBOT_POSITION 23
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#define MULTI_ROBOT_EXPLODE 24
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#define MULTI_ROBOT_RELEASE 25
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#define MULTI_ROBOT_FIRE 26
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#define MULTI_SCORE 27
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#define MULTI_CREATE_ROBOT 28
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#define MULTI_TRIGGER 29
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#define MULTI_BOSS_ACTIONS 30
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#define MULTI_CREATE_ROBOT_POWERUPS 31
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#define MULTI_HOSTAGE_DOOR 32
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#define MULTI_SAVE_GAME 33 // obsolete
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#define MULTI_RESTORE_GAME 34 // obsolete
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#define MULTI_REQ_PLAYER 35 // Someone requests my player structure
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#define MULTI_SEND_PLAYER 36 // Sending someone my player structure
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#define MULTI_PLAYER_POWERUP_COUNT 37
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#define MULTI_START_POWERUP_COUNT 38
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#define MULTI_MAX_TYPE 38
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#define MAX_MULTI_MESSAGE_LEN 90 //didn't change it, just moved it up
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#define MAX_NET_CREATE_OBJECTS 20
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#define MISSILE_ADJUST 6
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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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#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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// reasons for a packet with type PID_DUMP
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#define DUMP_CLOSED 0 // no new players allowed after game started
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#define DUMP_FULL 1 // player cound maxed out
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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 // never used
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#define DUMP_LEVEL 6
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#define DUMP_KICKED 7
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// Bitmask for netgame_info->AllowedItems to set allowed items in Netgame
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#define NETFLAG_DOLASER 1 // 0x0000001
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#define NETFLAG_DOQUAD 2 // 0x0000002
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#define NETFLAG_DOVULCAN 4 // 0x0000004
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#define NETFLAG_DOSPREAD 8 // 0x0000008
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#define NETFLAG_DOPLASMA 16 // 0x0000010
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#define NETFLAG_DOFUSION 32 // 0x0000020
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#define NETFLAG_DOHOMING 64 // 0x0000040
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#define NETFLAG_DOSMART 128 // 0x0000080
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#define NETFLAG_DOMEGA 256 // 0x0000100
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#define NETFLAG_DOPROXIM 512 // 0x0000200
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#define NETFLAG_DOCLOAK 1024 // 0x0000400
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#define NETFLAG_DOINVUL 2048 // 0x0000800
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#define NETFLAG_DOPOWERUP 4095 // 0x0000fff mask for all powerup flags
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#define MULTI_ALLOW_POWERUP_MAX 12
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int multi_allow_powerup_mask[MAX_POWERUP_TYPES];
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extern char *multi_allow_powerup_text[MULTI_ALLOW_POWERUP_MAX];
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// Exported functions
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int objnum_remote_to_local(int remote_obj, int owner);
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int objnum_local_to_remote(int local_obj, sbyte *owner);
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void map_objnum_local_to_remote(int local, int remote, int owner);
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void map_objnum_local_to_local(int objnum);
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int multi_objnum_is_past(int objnum);
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void multi_do_ping_frame();
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void multi_init_objects(void);
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void multi_show_player_list(void);
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void multi_do_protocol_frame(int force, int listen);
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void multi_do_frame(void);
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void multi_send_fire();
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void multi_send_destroy_controlcen(int objnum, int player);
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void multi_send_endlevel_start(int);
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void multi_send_player_explode(char type);
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void multi_send_message(void);
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void multi_send_position(int objnum);
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void multi_send_reappear();
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void multi_send_kill(int objnum);
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void multi_send_remobj(int objnum);
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void multi_send_quit(int why);
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void multi_send_door_open(int segnum, int side);
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void multi_send_create_explosion(int player_num);
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void multi_send_controlcen_fire(vms_vector *to_target, int gun_num, int objnum);
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void multi_send_cloak(void);
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void multi_send_decloak(void);
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void multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos);
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void multi_send_play_sound(int sound_num, fix volume);
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void multi_send_audio_taunt(int taunt_num);
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void multi_send_score(void);
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void multi_send_trigger(int trigger);
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void multi_send_hostage_door_status(int wallnum);
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void multi_send_netplayer_stats_request(ubyte player_num);
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void multi_send_player_powerup_count();
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void multi_send_start_powerup_count();
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void multi_endlevel_score(void);
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void multi_consistency_error(int reset);
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void multi_prep_level(void);
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int multi_level_sync(void);
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int multi_endlevel(int *secret);
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void multi_endlevel_poll1();
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void multi_endlevel_poll2( int nitems, struct newmenu_item * menus, int * key, int citem );
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void multi_send_endlevel_packet();
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int multi_menu_poll(void);
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void multi_leave_game(void);
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void multi_process_data(char *dat, int len);
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void multi_process_bigdata(char *buf, int len);
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void multi_do_death(int objnum);
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void multi_send_message_dialog(void);
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int multi_delete_extra_objects(void);
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void multi_make_ghost_player(int objnum);
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void multi_make_player_ghost(int objnum);
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void multi_define_macro(int key);
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void multi_send_macro(int key);
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int multi_get_kill_list(int *plist);
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void multi_new_game(void);
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void multi_sort_kill_list(void);
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void multi_reset_stuff(void);
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void multi_send_data(unsigned char *buf, int len, int priority);
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int get_team(int pnum);
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// Exported variables
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extern int PacketUrgent;
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extern int Network_status;
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extern int Network_laser_gun;
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extern int Network_laser_fired;
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extern int Network_laser_level;
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extern int Network_laser_flags;
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// IMPORTANT: These variables needed for player rejoining done by protocol-specific code
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extern int Network_send_objects;
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extern int Network_send_object_mode;
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extern int Network_send_objnum;
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extern int Network_rejoined;
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extern int Network_new_game;
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extern int Network_player_added;
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extern int message_length[MULTI_MAX_TYPE+1];
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extern unsigned char multibuf[MAX_MULTI_MESSAGE_LEN+4];
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extern short Network_laser_track;
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extern int who_killed_controlcen;
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extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
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extern int Net_create_loc;
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extern short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
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extern short team_kills[2];
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extern int multi_goto_secret;
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extern ushort my_segments_checksum;
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//do we draw the kill list on the HUD?
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extern int Show_kill_list;
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extern int Show_reticle_name;
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extern fix Show_kill_list_timer;
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// Used to send network messages
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extern char Network_message[MAX_MESSAGE_LEN];
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extern int Network_message_reciever;
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// Used to map network to local object numbers
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extern short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Network object num for each
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extern short local_to_remote[MAX_OBJECTS]; // Local object num for each network objnum
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extern sbyte object_owner[MAX_OBJECTS]; // Who 'owns' each local object for network purposes
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extern int multi_in_menu; // Flag to tell if we're executing GameLoop from within a newmenu.
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extern int multi_leave_menu;
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extern int multi_quit_game;
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extern int multi_sending_message;
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extern int multi_defining_message;
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extern void multi_message_input_sub(int key);
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extern void multi_send_message_start();
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extern void multi_message_feedback();
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extern int control_invul_time;
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#define N_PLAYER_SHIP_TEXTURES 6
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extern bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
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#define NETGAME_FLAG_CLOSED 1
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#define NETGAME_FLAG_SHOW_ID 2
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#define NETGAME_FLAG_SHOW_MAP 4
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#define NETGAME_NAME_LEN 15
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#define NETPLAYER_ORIG_SIZE 22
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#define NETPLAYER_D1X_SIZE 22 /* D1X version removes last char from callsign */
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int multi_i_am_master(void);
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int multi_who_is_master(void);
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void change_playernum_to(int new_pnum);
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// Globals for protocol-bound Refuse-functions
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extern char RefuseThisPlayer,WaitForRefuseAnswer,RefuseTeam,RefusePlayerName[12];
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extern fix RefuseTimeLimit;
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#define REFUSE_INTERVAL (F1_0*8)
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extern uint multi_allow_powerup;
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extern struct netgame_info Netgame;
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/*
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* The Network Players structure
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* Contains both IPX- and UDP-specific data with designated prefixes and general player-related data.
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* Note that not all of these infos will be sent to other users - some are used and/or set locally, only.
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* Even if some variables are not UDP-specific, they might be used in IPX as well to maintain backwards compability.
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*/
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typedef struct netplayer_info
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{
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union
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{
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struct
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{
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ubyte server[4];
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ubyte node[6];
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ushort socket;
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} ipx;
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struct
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{
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struct _sockaddr addr; // IP address of this peer
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ubyte isyou; // This flag is set true while sending info to tell player his designated (re)join position
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} udp;
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} protocol;
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char callsign[CALLSIGN_LEN+1];
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ubyte version_major;
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ubyte version_minor;
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sbyte connected;
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ubyte rank;
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fix ping;
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fix LastPacketTime;
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} __pack__ netplayer_info;
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/*
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* The Network Game structure
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* Contains both IPX- and UDP-specific data with designated prefixes and general game-related data.
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* Note that not all of these infos will be sent to clients - some are used and/or set locally, only.
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* Even if some variables are not UDP-specific, they might be used in IPX as well to maintain backwards compability.
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*/
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typedef struct netgame_info {
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union
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{
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struct
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{
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ubyte Game_pkt_type;
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ubyte protocol_version;
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} ipx;
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struct
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{
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struct _sockaddr addr; // IP address of this netgame's host
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int program_iver; // IVER of program for version checking
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sbyte valid; // Status of Netgame info: -1 = Failed, Wrong version; 0 = No info, yet; 1 = Success
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} udp;
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} protocol;
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ubyte version_major; // Game content data version major (unused in D1)
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ubyte version_minor; // Game content data version minor (unused in D1)
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struct netplayer_info players[MAX_PLAYERS+4];
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char game_name[NETGAME_NAME_LEN+1];
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char mission_title[MISSION_NAME_LEN+1];
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char mission_name[9];
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int levelnum;
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ubyte gamemode;
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ubyte RefusePlayers;
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ubyte difficulty;
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ubyte game_status;
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ubyte numplayers;
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ubyte max_numplayers;
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ubyte numconnected;
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ubyte game_flags;
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ubyte team_vector;
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u_int32_t AllowedItems;
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short Allow_marker_view; // (unused in D1)
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short AlwaysLighting; // (unused in D1)
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short ShowAllNames; // (unused in D1 - solved with Show_reticle_name by Client)
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short BrightPlayers; // (unused in D1)
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short InvulAppear; // (unused in D1)
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char team_name[2][CALLSIGN_LEN+1];
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int locations[MAX_PLAYERS];
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short kills[MAX_PLAYERS][MAX_PLAYERS];
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ushort segments_checksum;
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short team_kills[2];
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short killed[MAX_PLAYERS];
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short player_kills[MAX_PLAYERS];
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int KillGoal; // (unused in D1)
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fix PlayTimeAllowed; // (unused in D1)
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fix level_time;
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int control_invul_time;
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int monitor_vector;
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int player_score[MAX_PLAYERS];
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ubyte player_flags[MAX_PLAYERS];
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short PacketsPerSec;
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ubyte PacketLossPrevention; // FIXME: IMPLEMENT ME!
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} __pack__ netgame_info;
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#endif
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#endif
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