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(svn r942) -Merged branch/network back into the trunk

This commit is contained in:
truelight
2004-12-04 17:54:56 +00:00
parent 0434287ef8
commit b8f6d41418
76 changed files with 7839 additions and 2850 deletions

View File

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