/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/Network/multi_observer.h $ * $Revision: 2.2 $ * $Date: 2005-07-13 03:25:59 $ * $Author: Goober5000 $ * * $Log: not supported by cvs2svn $ * Revision 2.1 2004/08/11 05:06:29 Kazan * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this * * Revision 2.0 2002/06/03 04:02:26 penguin * Warpcore CVS sync * * Revision 1.1 2002/05/02 18:03:11 mharris * Initial checkin - converted filenames and includes to lower case * * * 3 11/05/98 5:55p Dave * Big pass at reducing #includes * * 2 10/07/98 10:53a Dave * Initial checkin. * * 1 10/07/98 10:50a Dave * * 3 4/18/98 5:00p Dave * Put in observer zoom key. Made mission sync screen more informative. * * 2 3/13/98 2:51p Dave * Put in support for observers to join ingame. * * 1 3/12/98 5:44p Dave * * $NoKeywords: $ */ #ifndef _MULTI_OBSERVER_HEADER_FILE #define _MULTI_OBSERVER_HEADER_FILE // --------------------------------------------------------------------------------------- // MULTI OBSERVER DEFINES/VARS // struct net_addr; struct player; struct net_player; // --------------------------------------------------------------------------------------- // MULTI OBSERVER FUNCTIONS // // create a _permanent_ observer player int multi_obs_create_player(int player_num,char *name,net_addr *addr,player *pl); // create an explicit observer object and assign it to the passed player void multi_obs_create_observer(net_player *pl); // create observer object locally, and additionally, setup some other information // ( client-side equivalent of multi_obs_create_observer() ) void multi_obs_create_observer_client(); // create objects for all known observers in the game at level start // call this before entering a mission // this implies for the local player in the case of a client or for _all_ players in the case of a server void multi_obs_level_init(); // if i'm an observer, zoom to near my targted object (if any) void multi_obs_zoom_to_target(); #endif