- hooked up ZDoom's d_net.cpp file.

Still not active but this contains some code needed to do a proper main loop that can work with the networker.
This commit is contained in:
Christoph Oelckers 2020-08-29 23:24:18 +02:00
parent 15adf1f6e5
commit c0ebe3e08b
7 changed files with 3039 additions and 0 deletions

42
source/core/d_ticcmd.h Normal file
View file

@ -0,0 +1,42 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_TICCMD_H__
#define __D_TICCMD_H__
#include "d_protocol.h"
#include "packet.h"
// The data sampled per tick (single player)
// and transmitted to other peers (multiplayer).
// Mainly movements/button commands per game tick,
// plus a checksum for internal state consistency.
struct ticcmd_t
{
InputPacket ucmd;
uint16_t consistancy; // checks for net game
};
FArchive &operator<< (FArchive &arc, ticcmd_t &cmd);
#endif // __D_TICCMD_H__