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102 lines
2.8 KiB
C
102 lines
2.8 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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/*
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* $Logfile: /Freespace2/code/Network/multi_respawn.h $
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* $Revision: 2.3 $
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* $Date: 2005-07-13 03:35:33 $
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* $Author: Goober5000 $
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.2 2004/08/11 05:06:29 Kazan
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* 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
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*
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* Revision 2.1 2004/03/05 09:02:02 Goober5000
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* Uber pass at reducing #includes
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* --Goober5000
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*
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* Revision 2.0 2002/06/03 04:02:26 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:11 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 4 8/06/99 2:44a Dave
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* Make sure dead players who leave respawn AI.
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*
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* 3 3/01/99 7:39p Dave
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* Added prioritizing ship respawns. Also fixed respawns in TvT so teams
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* don't mix respawn points.
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*
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* 2 10/07/98 10:53a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:50a Dave
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*
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* 3 4/23/98 1:49a Allender
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* major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
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* to not respawn until 5 seconds after they die. Send escort information
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* to ingame joiners
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*
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* 2 3/11/98 10:22p Dave
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* Laid groundwork for new observer HUD. Split up multi respawning into
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* its own module.
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*
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* 1 3/11/98 5:07p Dave
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*
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* $NoKeywords: $
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*/
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#ifndef _MULTIPLAYER_RESPAWN_HEADER_FILE
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#define _MULTIPLAYER_RESPAWN_HEADER_FILE
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// ---------------------------------------------------------------------------------------
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// MULTI RESPAWN DEFINES/VARS
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//
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#include "globalincs/pstypes.h"
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struct object;
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struct header;
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struct net_player;
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// ---------------------------------------------------------------------------------------
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// MULTI RESPAWN FUNCTIONS
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//
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// check to see if a net player needs to be respawned
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void multi_respawn_check(object *objp);
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// respawn normally
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void multi_respawn_normal();
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// respawn as an observer
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void multi_respawn_observer();
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// server should check to see if any respawned players have run out of their invulnerability
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void multi_respawn_handle_invul_players();
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// build a list of base respawn points on the server, for this level
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void multi_respawn_build_points();
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void multi_respawn_init();
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void multi_respawn_check_ai();
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// notify of a player leaving
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void multi_respawn_player_leave(net_player *pl);
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// ---------------------------------------------------------------------------------------
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// MULTI RESPAWN PACKET HANDLERS
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//
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void multi_respawn_process_packet(ubyte *data, header *hinfo);
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#endif
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