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51461aa010
players are on teams. - Set TEAM_None back to 255. Since a player's team has already been accessible through ACS, needlessly redefining this is a bad thing to do, since it can break existing maps. 255 different teams should still be more than enough. - Fixed: At certain resolutions, there was a one pixel row between the status bar and the rest of the screen, thanks to rounding error. - Added automatic batching of quads to D3DFB. Screens with a lot of text are ever-so-slightly faster now, though still only about half the speed of sofware-only text. I suppose the only way to see a marked improvement is going to be by stuffing multiple glyphs in a single texture. - Fixed: Crosshairgrow's animation was not framerate-independent. SVN r668 (trunk)
88 lines
2.9 KiB
C++
88 lines
2.9 KiB
C++
/*
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** d_netinf.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __D_NETINFO_H__
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#define __D_NETINFO_H__
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#include "c_cvars.h"
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EXTERN_CVAR (Float, autoaim)
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#define MAXPLAYERNAME 15
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enum
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{
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GENDER_MALE,
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GENDER_FEMALE,
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GENDER_NEUTER
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};
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int D_GenderToInt (const char *gender);
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extern const char *GenderNames[3];
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int D_PlayerClassToInt (const char *classname);
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struct userinfo_s
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{
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char netname[MAXPLAYERNAME+1];
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BYTE team;
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int aimdist;
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int color;
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int skin;
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int gender;
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bool neverswitch;
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fixed_t MoveBob, StillBob;
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int PlayerClass;
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};
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typedef struct userinfo_s userinfo_t;
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FArchive &operator<< (FArchive &arc, userinfo_t &info);
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void D_SetupUserInfo (void);
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void D_UserInfoChanged (FBaseCVar *info);
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void D_SendServerInfoChange (const FBaseCVar *cvar, UCVarValue value, ECVarType type);
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void D_SendServerFlagChange (const FBaseCVar *cvar, int bitnum, bool set);
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void D_DoServerInfoChange (BYTE **stream, bool singlebit);
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void D_WriteUserInfoStrings (int player, BYTE **stream, bool compact=false);
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void D_ReadUserInfoStrings (int player, BYTE **stream, bool update);
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void D_GetPlayerColor (int player, float *h, float *s, float *v);
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void D_PickRandomTeam (int player);
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int D_PickRandomTeam ();
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class player_s;
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int D_GetFragCount (player_s *player);
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#endif //__D_CLIENTINFO_H__
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