/* * 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_pause.h $ * $Revision: 2.3 $ * $Date: 2006-03-26 08:23:06 $ * $Author: taylor $ * * $Log: not supported by cvs2svn $ * Revision 2.2 2005/07/13 03:35:32 Goober5000 * remove PreProcDefine #includes in FS2 * --Goober5000 * * 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 10/13/98 9:29a Dave * Started neatening up freespace.h. Many variables renamed and * reorganized. Added AlphaColors.[h,cpp] * * 2 10/07/98 10:53a Dave * Initial checkin. * * 1 10/07/98 10:50a Dave * * 2 5/07/98 6:26p Dave * Fix strange boundary conditions which arise when players die/respawn * while the game is being ended. Spiff up the chatbox doskey thing a bit. * * 1 4/14/98 12:18p Dave * * * $NoKeywords: $ */ #ifndef _MULTI_PAUSE_HEADER_FILE #define _MULTI_PAUSE_HEADER_FILE // ---------------------------------------------------------------------------------- // PAUSE DEFINES/VARS // class UI_WINDOW; struct net_player; // state of the game (paused or not) on _my_ machine. Obviously this is important for the server // call multi_pause_reset() to reinitialize extern int Multi_pause_status; // who paused the game extern net_player *Multi_pause_pauser; // ---------------------------------------------------------------------------------- // PAUSE FUNCTIONS // // re-initializes the pause system. call before entering the mission to reset void multi_pause_reset(); // send a request to pause or unpause a game (all players should use this function) void multi_pause_request(int pause); // (client) call when receiving a packet indicating we should pause void multi_pause_pause(); // (client) call when receiving a packet indicating we should unpause void multi_pause_unpause(); // (server) evaluate a pause request from the given player (should call for himself as well) void multi_pause_server_eval_request(net_player *pl, int pause); // if we still want to eat keys int multi_pause_eat_keys(); // ---------------------------------------------------------------------------------- // PAUSE UI FUNCTIONS // // initialize multi pause screen void multi_pause_init(); // do frame for the multi pause screen void multi_pause_do(); // close the multi pause screen void multi_pause_close(int end_mission); #endif