//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "mmulti.h" #include "gamecontrol.h" #include "game.h" #include "tags.h" #include "names2.h" #include "network.h" #include "pal.h" #include "weapon.h" #include "menus.h" #include "printf.h" BEGIN_SW_NS static uint8_t tempbuf[576], packbuf[576]; int PlayClock; gNET gNet; #define TIMERUPDATESIZ 32 //InputPacket fsync; //Local multiplayer variables // should move this to a local scope of faketimerhandler - do it when able to test bool CommEnabled = false; uint8_t CommPlayers = 0; double smoothratio; // must start out as 0 void InitNetPlayerOptions(void) { // short pnum; PLAYERp pp = Player + myconnectindex; strncpy(pp->PlayerName, playername, 32); // myconnectindex palette pp->TeamColor = gs.NetColor; if (pp->SpriteP) { pp->SpriteP->pal = PALETTE_PLAYER0 + pp->TeamColor; User[pp->SpriteP - sprite]->spal = pp->SpriteP->pal; } } END_SW_NS