Files
fs2open.github.com/code/network/multi_respawn.h
T
2005-07-13 03:35:36 +00:00

102 lines
2.8 KiB
C

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