multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode. Remove GS_RENDERFX option. Too many entities rely on its functionality anyway. Fixed some rendermode behaviour - ladders will no longer be visible. You can now see the playermodel (and no longer the viewmodel) in mirrors. Fixed a lot of warnings.
45 lines
1.3 KiB
C
45 lines
1.3 KiB
C
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#define TCP_BUFFER_LENGTH 32
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typedef struct
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{
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filestream m_fSocket;
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string m_strBuffer[TCP_BUFFER_LENGTH];
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int m_iBufferLines;
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int m_iState;
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} tcpinfo_t;
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enum
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{
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STATE_DISCONNECTED,
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STATE_CONNECTING,
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STATE_CONNECTED
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};
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int TCP_Connect(tcpinfo_t *in, string path);
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void TCP_Disconnect(tcpinfo_t *in);
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int TCP_Send(tcpinfo_t *in, string msg);
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string TCP_Receive(tcpinfo_t *in);
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/* you want to run this every frame */
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void TCP_Frame(tcpinfo_t *in);
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int TCP_GetState(tcpinfo_t *in);
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