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Some experimentation resulted in a lot of const-cascading. This PR applies `const` to a large number of functions.
247 lines
9.3 KiB
C++
247 lines
9.3 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef MULTI_UTIL_H
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#define MULTI_UTIL_H
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#include "network/psnet2.h"
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// prototypes instead of headers :)
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struct net_player;
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struct net_addr;
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class player;
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struct button_info;
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struct join_request;
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struct physics_info;
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class object;
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struct active_game;
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class ship;
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struct server_item;
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class ship_info;
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class p_object;
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class ship_subsys;
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// two types of signatures that we can request, permanent signatures are all below 5000. non-permanent are above 5000
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#define MULTI_SIG_SHIP 1
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#define MULTI_SIG_ASTEROID 2
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#define MULTI_SIG_NON_PERMANENT 3
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#define MULTI_SIG_DEBRIS 4
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#define MULTI_SIG_WAYPOINT 5 // Added for dynamic waypoints in multiplayer missions
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extern ushort multi_assign_network_signature( int what_kind );
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extern ushort multi_get_next_network_signature( int what_kind );
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extern void multi_set_network_signature( ushort signature, int what_kind );
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extern void stuff_netplayer_info( net_player *nplayer, net_addr *addr, int ship_class, player *pplayer );
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extern int find_player(net_addr* addr);
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extern int find_player_no_port(net_addr *addr);
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extern int find_player_index(short player_id);
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extern int find_player_socket(PSNET_SOCKET_RELIABLE sock); // note this is only valid to do on a server!
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extern int multi_find_player_by_object( const object *obj );
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extern int multi_find_player_by_signature( int signature );
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extern int multi_find_player_by_callsign(const char *callsign);
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extern int multi_find_player_by_net_signature(ushort net_signature);
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extern int multi_find_player_by_parse_object(p_object *p_objp );
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extern int multi_find_player_by_ship_name(const char *ship_name, bool inc_respawning = false);
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extern void multi_create_player(int player_num, player *pl, const char* name, net_addr* addr, int ship_class, short id);
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extern int multi_find_open_netplayer_slot();
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extern int multi_find_open_player_slot();
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extern void delete_player(int player_num, int kicked_reason = -1);
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extern int multi_get_player_ship(int np_index);
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extern int multi_num_players();
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extern int multi_num_observers();
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extern int multi_num_connections();
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extern const char* multi_random_death_word();
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extern const char* multi_random_chat_start();
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extern int multi_ship_class_lookup(const char* ship_name);
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extern ushort netmisc_calc_checksum( void * vptr, int len );
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extern void fill_net_addr(net_addr* addr, ubyte* address, ushort port);
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extern char* get_text_address( char * text, ubyte * address );
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extern object *multi_get_network_object( ushort net_signature ); // find a network object
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void multi_find_ingame_join_pos(object *new_obj);
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// return size of packed matrix
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void multi_pack_orient_matrix(ubyte *data,matrix *m);
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// return bytes processed
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void multi_unpack_orient_matrix(ubyte *data,matrix *m);
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// catchall to do any necessary client-side simulation processing or master side process for menu pauses, etc.
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void multi_do_client_warp(float frame_time);
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void multi_assign_player_ship( int net_player_num, object *objp, int ship_class );
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// -------------------------------------------------------------------
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// ship status change functions (used both client and server side)
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int lookup_ship_status(net_player *p, int unique_id, int remove=0); // auto-remove if remove == 1
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void remove_ship_status_item(net_player *p, int id);
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void add_net_button_info(net_player *p, button_info *bi, int unique_id);
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// called client-side every frame
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void multi_maybe_send_ship_status();
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// will be used server side _and_ client side.
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void multi_apply_ship_status(net_player *p,button_info *bi, int locally);
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void multiplayer_match_target_speed(net_player *p);
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void server_verify_filesig(short player_id, ushort sum_sig, int length_sig);
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int server_all_filesigs_ok();
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void multi_untag_player_ships();
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// broadcast alltime stats to everyone in the game
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void multi_broadcast_stats(int stats_code);
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int multi_netplayer_state_check(int state, int ignore_standalone = 0);
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int multi_netplayer_state_check2(int state, int state2, int ignore_standalone = 0);
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int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone = 0);
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int multi_netplayer_flag_check(int flags, int ignore_standalone = 0);
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void multi_eval_socket_error(PSNET_SOCKET sock, int error);
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void multi_maybe_send_repair_info(object *dest_obj, object *source_objp, int code);
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int multi_is_valid_unknown_packet(ubyte type);
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// create a bogus object for the standalone
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void multi_create_standalone_object();
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// determine whether (as a server), you should be rebroadcasting certain messages to everyone in the game
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int multi_message_should_broadcast(int type);
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// the active game list manager functions
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active_game *multi_new_active_game( void );
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active_game *multi_update_active_games(active_game *ag);
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server_item *multi_new_server_item( void );
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void multi_free_server_list();
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// netgame options evaluation stuff
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int multi_can_message(net_player *p);
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int multi_can_end_mission(net_player *p);
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int multi_eval_join_request(join_request *jr,net_addr *addr);
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// called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
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void multi_warpout_all_players();
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// determine the highest rank of any of the players in the game
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int multi_get_highest_rank();
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// called on the machine of the player who hit alt+j
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void multi_handle_end_mission_request();
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// called to handle any special cases where a player is in some submenu when he needs to get pushed into some other state
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void multi_handle_state_special();
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// called by the file xfer subsytem when we start receiving a file
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void multi_file_xfer_notify(int handle);
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// return the lag/disconnected status of the game
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int multi_query_lag_status();
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// process a valid join request
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void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int ingame_join_team = -1);
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// if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
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int multi_process_restricted_keys(int k);
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// determine the status of available player ships (use team_0 for non team vs. team situations)
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void multi_player_ships_available(int *team_0, int *team_1);
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// server should update the player's bank/link status with the data in the passed ship
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void multi_server_update_player_weapons(net_player *pl, ship *shipp);
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// flush the multidata cache directory
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void multi_flush_multidata_cache();
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// flush all data from a previous mission before starting the next
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void multi_flush_mission_stuff();
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// should we ignore all controls and keypresses because of some multiplayer
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int multi_ignore_controls(int key = -1);
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// if the kill limit has been reached by any given player
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int multi_kill_limit_reached();
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// display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
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void multi_display_chat_msg(const char *msg, int player_index, int add_id);
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// fill in Current_file_checksum and Current_file_length
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void multi_get_mission_checksum(const char *filename);
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// Packs/unpacks an object position.
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// Returns number of bytes read or written.
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int multi_pack_unpack_position(int write, ubyte *data, vec3d *pos);
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// Packs/unpacks an orientation matrix.
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// Returns number of bytes read or written.
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int multi_pack_unpack_orient(int write, ubyte *data, angles *angles_out);
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// Packs/unpacks velocity
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// Returns number of bytes read or written.
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int multi_pack_unpack_vel(int write, ubyte *data, matrix *orient, physics_info *pi);
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// Packs/unpacks rotational velocity
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// Returns number of bytes read or written.
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int multi_pack_unpack_rotvel(int write, ubyte *data, physics_info *pi);
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// Cyborg17 - Packs/unpacks desired velocity and rotational velocity.
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int multi_pack_unpack_desired_vel_and_desired_rotvel(int write, bool full_physics, ubyte* data, physics_info* pi, vec3d* local_desired_vel);
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// pack cur_angle data from turrets
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int multi_pack_turret_angles(ubyte* data, ship_subsys* ssp);
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// unpack cur_angle data from turrets
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int multi_unpack_turret_angles(ubyte* data, std::pair<bool, float>& angle1, std::pair<bool, float>& angle2);
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// Cyborg17 - Compresses the list of subsystems, so that we don't have to mark each one with a ubyte
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int multi_pack_unpack_subsystem_list(bool write, ubyte* data, SCP_vector<ubyte>* flags, SCP_vector<float>* subsys_data);
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char multi_unit_to_char(float unit);
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float multi_char_to_unit(float val);
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// if we should render our ping time to the server in a multiplayer game
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int multi_show_ingame_ping();
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// if Game_current_mission_filename is a builtin multiplayer mission
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int multi_is_builtin_mission();
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int multi_get_connection_speed();
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// if we're in tracker mode, do a validation update on all known missions
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void multi_update_valid_missions();
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// get a new id# for a player
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short multi_get_new_id();
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// Karajorma - sends the player to the correct debrief for this game type
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void send_debrief_event();
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// Karajorma - Performs any cleanup needed by missions which don't end with a warpout.
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void multi_handle_sudden_mission_end();
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// Send a ping to make sure the mission doesn't timeout during loading.
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void multi_send_anti_timeout_ping();
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// make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
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#ifndef NDEBUG
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void multi_make_fake_players(int count);
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#endif
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#endif
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