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(svn r942) -Merged branch/network back into the trunk
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28
variables.h
28
variables.h
@@ -205,6 +205,7 @@ VARDEF Paths _path;
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// Which options struct does options modify?
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VARDEF GameOptions *_opt_mod_ptr;
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VARDEF GameOptions _opt_mod_temp;
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// NOSAVE: Used in palette animations only, not really important.
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VARDEF int _timer_counter;
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@@ -220,24 +221,6 @@ VARDEF byte _player_colors[MAX_PLAYERS];
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VARDEF bool _in_state_game_loop;
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VARDEF uint32 _frame_counter;
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VARDEF uint32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet.
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VARDEF uint32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
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// networking settings
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VARDEF bool _network_available; // is network mode available?
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VARDEF uint32 _network_ip_list[10]; // Network IPs
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VARDEF uint16 _network_game_count;
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VARDEF uint _network_client_port;
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VARDEF uint _network_server_port;
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VARDEF uint16 _network_sync_freq;
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VARDEF uint16 _network_ahead_frames;
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VARDEF uint16 _network_ready_ahead;
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VARDEF uint16 _network_client_timeout;
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VARDEF uint32 _sync_seed_1, _sync_seed_2;
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VARDEF bool _is_ai_player; // current player is an AI player? - Can be removed if new AI is done
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VARDEF bool _do_autosave;
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@@ -293,15 +276,6 @@ VARDEF bool _exit_game;
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VARDEF SmallFiosItem _file_to_saveload;
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VARDEF byte _make_screenshot;
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VARDEF bool _networking;
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VARDEF bool _networking_override; // dont shutdown network core when the GameMenu appears.
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VARDEF bool _networking_sync; // if we use network mode and the games must stay in sync.
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VARDEF bool _networking_server;
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VARDEF bool _networking_queuing; // queueing only?
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VARDEF byte _network_playas; // an id to play as..
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VARDEF byte _get_z_hint; // used as a hint to getslopez to return the right height at a bridge.
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VARDEF char *_newgrf_files[32];
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