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- deleted sync.cpp.
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621a1e0b3d
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4 changed files with 0 additions and 459 deletions
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@ -55,7 +55,6 @@ set( PCH_SOURCES
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src/spike.cpp
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src/sprite.cpp
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src/sumo.cpp
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src/sync.cpp
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src/text.cpp
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src/track.cpp
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src/vator.cpp
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@ -64,12 +64,9 @@ SWBOOL ready2send = 0;
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SWBOOL CommEnabled = FALSE;
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uint8_t CommPlayers = 0;
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int movefifoplc, movefifosendplc; //, movefifoend[MAX_SW_PLAYERS];
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unsigned int MoveThingsCount;
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//int myminlag[MAX_SW_PLAYERS];
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int mymaxlag, otherminlag, bufferjitter = 1;
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extern char sync_first[MAXSYNCBYTES][60];
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extern int sync_found;
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// GAME.C sync state variables
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uint8_t syncstat[MAXSYNCBYTES];
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@ -128,8 +125,6 @@ InitNetVars(void)
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predictmovefifoplc = 0;
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memset(&syncstat, 0, sizeof(syncstat));
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memset(sync_first, 0, sizeof(sync_first));
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sync_found = FALSE;
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TRAVERSE_CONNECT(pnum)
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{
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@ -151,15 +146,6 @@ InitTimingVars(void)
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MoveSkip8 = 2;
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MoveSkip2 = 0;
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MoveSkip4 = 1; // start slightly offset so these
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// don't move the same
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// as the Skip2's
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MoveThingsCount = 0;
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// CTW REMOVED
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//if (gTenActivated)
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// tenResetClock();
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// CTW REMOVED END
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}
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@ -7593,7 +7593,6 @@ domovethings(void)
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short i, pnum;
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PLAYERp pp;
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extern unsigned int MoveThingsCount;
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extern int FinishTimer;
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@ -7616,7 +7615,6 @@ domovethings(void)
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// count the number of times this loop is called and use
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// for things like sync testing
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MoveThingsCount++;
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totalsynctics += synctics;
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@ -1,442 +0,0 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "game.h"
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#include "tags.h"
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#include "names2.h"
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#include "network.h"
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#include "menus.h"
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#include "m_crc32.h"
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BEGIN_SW_NS
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char sync_first[MAXSYNCBYTES][60];
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int sync_found = FALSE;
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#if SYNC_TEST
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SWBOOL SyncPrintMode = TRUE;
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short NumSyncBytes = 1;
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inline void updatecrc(uint16_t& dcrc, uint8_t xz) { dcrc = (uint16_t)CRC1(dcrc, uint8_t(xz), GetCRCTable()); }
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uint8_t
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PlayerSync(void)
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{
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short i;
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unsigned short crc = 0;
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PLAYERp pp;
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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{
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pp = Player + i;
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updatecrc(crc, pp->posx & 255);
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updatecrc(crc, pp->posy & 255);
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updatecrc(crc, pp->posz & 255);
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updatecrc(crc, FixedToInt(pp->q16ang) & 255);
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}
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return (uint8_t) crc & 255;
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}
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uint8_t
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PlayerSync2(void)
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{
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short i;
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unsigned short crc = 0;
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PLAYERp pp;
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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{
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pp = Player + i;
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updatecrc(crc, FixedToInt(pp->q16horiz) & 255);
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updatecrc(crc, User[pp->PlayerSprite]->Health & 255);
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updatecrc(crc, pp->bcnt & 255);
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}
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return (uint8_t) crc & 255;
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}
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uint8_t
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SOSync(void)
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{
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unsigned short crc = 0;
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SECTOR_OBJECTp sop;
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for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
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{
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updatecrc(crc, (sop->xmid) & 255);
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updatecrc(crc, (sop->ymid) & 255);
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updatecrc(crc, (sop->zmid) & 255);
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updatecrc(crc, (sop->vel) & 255);
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updatecrc(crc, (sop->ang) & 255);
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updatecrc(crc, (sop->ang_moving) & 255);
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updatecrc(crc, (sop->spin_ang) & 255);
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}
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return (uint8_t) crc & 255;
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}
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uint8_t
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EnemySync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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SPRITEp spr;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return (uint8_t) crc & 255;
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}
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uint8_t
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MissileSync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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SPRITEp spr;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISSILE], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return (uint8_t) crc & 255;
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}
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uint8_t
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MissileSkip4Sync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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SPRITEp spr;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISSILE_SKIP4], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return (uint8_t) crc & 255;
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}
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uint8_t
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ShrapSync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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SPRITEp spr;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_SHRAP], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return (uint8_t) crc & 255;
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}
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uint8_t
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MiscSync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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SPRITEp spr;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISC], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return (uint8_t) crc & 255;
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}
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uint8_t
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RandomSync(void)
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{
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unsigned short crc = 0;
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updatecrc(crc, randomseed & 255);
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updatecrc(crc, (randomseed >> 8) & 255);
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if (NumSyncBytes == 1)
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{
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updatecrc(crc,PlayerSync() & 255);
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updatecrc(crc,PlayerSync2() & 255);
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updatecrc(crc,MissileSync() & 255);
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}
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return (uint8_t) crc & 255;
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}
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/*
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#define STAT_SKIP2_START 2
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#define STAT_ENEMY 2
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#define STAT_DEAD_ACTOR 3 //misc actor stuff - dead guys etc
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#define STAT_MISSILE 4
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#define STAT_SKIP2_END 4
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#define STAT_SKIP4_START 5
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#define STAT_ITEM 5
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#define STAT_SKIP4 6
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#define STAT_MISSILE_SKIP4 7
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#define STAT_ENEMY_SKIP4 8
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#define STAT_SKIP4_END 8
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*/
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const char *SyncNames[] =
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{
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"RandomSync",
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"PlayerSync",
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"PlayerSync2",
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"SOSync",
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"EnemySync",
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"MissileSync",
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"ShrapSync",
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"MiscSync",
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"MissileSkip4Sync",
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NULL
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};
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static uint8_t(*SyncFunc[MAXSYNCBYTES + 1]) (void) =
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{
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RandomSync,
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PlayerSync,
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PlayerSync2,
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SOSync,
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EnemySync,
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MissileSync,
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ShrapSync,
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MiscSync,
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MissileSkip4Sync,
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NULL
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};
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void
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getsyncstat(void)
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{
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int i;
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PLAYERp pp = Player + myconnectindex;
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unsigned int val;
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static unsigned int count;
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if (!CommEnabled)
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return;
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if (numplayers < 2)
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return;
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for (i = 0; SyncFunc[i]; i++)
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{
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pp->syncval[pp->syncvalhead & (SYNCFIFOSIZ - 1)][i] = (*SyncFunc[i])();
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}
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val = pp->syncval[pp->syncvalhead & (SYNCFIFOSIZ - 1)][0];
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count += val;
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pp->syncvalhead++;
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}
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////////////////////////////////////////////////////////////////////////
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//
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// Sync Message print
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//
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////////////////////////////////////////////////////////////////////////
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void
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SyncStatMessage(void)
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{
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int i, j;
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static unsigned int MoveCount = 0;
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extern unsigned int MoveThingsCount;
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if (!CommEnabled)
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return;
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if (!SyncPrintMode)
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return;
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if (numplayers <= 1)
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return;
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for (i = 0; i < NumSyncBytes; i++)
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{
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// syncstat is NON 0 - out of sync
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if (syncstat[i] != 0)
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{
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if (NumSyncBytes > 1)
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{
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Printf(PRINT_NOTIFY, "GAME OUT OF SYNC - %s", SyncNames[i]);
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}
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if (!sync_found && sync_first[i][0] == '\0')
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{
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// sync_found one so test all of them and then never test again
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sync_found = TRUE;
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// save off loop count
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MoveCount = MoveThingsCount;
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for (j = 0; j < NumSyncBytes; j++)
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{
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if (syncstat[j] != 0 && sync_first[j][0] == '\0')
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{
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sprintf(ds, "OUT OF SYNC - %s", SyncNames[j]);
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strcpy(sync_first[j], ds);
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}
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}
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}
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}
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}
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// print out the sync_first message you got
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for (i = 0; i < NumSyncBytes; i++)
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{
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if (sync_first[i][0] != '\0')
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{
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if (NumSyncBytes > 1)
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{
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Printf(PRINT_NOTIFY, "FIRST %s\n", sync_first[i]);
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Printf(PRINT_NOTIFY, "MoveCount %u\n",MoveCount);
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}
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else
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{
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// production out of sync error
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sprintf(ds,"GAME OUT OF SYNC!");
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MNU_DrawString(160, 20, ds, 0, 19, 0);
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sprintf(ds,"Restart the game.");
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MNU_DrawString(160, 30, ds, 0, 19, 0);
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}
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}
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}
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}
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void
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GetSyncInfoFromPacket(uint8_t *packbuf, int packbufleng, int *j, int otherconnectindex)
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{
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int sb, i;
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extern int syncvaltottail;
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PLAYERp ppo = &Player[otherconnectindex];
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SWBOOL found = FALSE;
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// have had problems with this routine crashing when players quit
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// games.
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// if ready2send is not set then don't try to get sync info
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if (!ready2send)
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return;
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// Suspect that its trying to traverse the connect list
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// for a player that does not exist. This tries to take care of that
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TRAVERSE_CONNECT(i)
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{
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if (otherconnectindex == i)
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found = TRUE;
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}
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if (!found)
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return;
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// sync testing
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//while ((*j) != packbufleng) // changed this on Kens suggestion
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while ((*j) < packbufleng)
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{
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for (sb = 0; sb < NumSyncBytes; sb++)
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{
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ppo->syncval[ppo->syncvalhead & (SYNCFIFOSIZ - 1)][sb] = packbuf[(*j)++];
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}
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ppo->syncvalhead++;
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}
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// update syncstat
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// if any of the syncstat vars is non-0 then there is a problem
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TRAVERSE_CONNECT(i)
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{
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if (Player[i].syncvalhead == syncvaltottail)
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return;
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}
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//for (sb = 0; sb < NumSyncBytes; sb++)
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// syncstat[sb] = 0;
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while (TRUE)
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{
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for (i = connectpoint2[connecthead]; i >= 0; i = connectpoint2[i])
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{
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for (sb = 0; sb < NumSyncBytes; sb++)
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{
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if (Player[i].syncval[syncvaltottail & (SYNCFIFOSIZ - 1)][sb] != Player[connecthead].syncval[syncvaltottail & (SYNCFIFOSIZ - 1)][sb])
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{
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syncstat[sb] = 1;
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}
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}
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}
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syncvaltottail++;
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TRAVERSE_CONNECT(i)
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{
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if (Player[i].syncvalhead == syncvaltottail)
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return;
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}
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}
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}
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#endif
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END_SW_NS
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