#pragma once //------------------------------------------------------------------------- /* 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 */ //------------------------------------------------------------------------- BEGIN_SW_NS enum { SYNC_TEST = 0, MAXSYNCBYTES = 16 }; extern bool PredictionOn; extern PLAYER PredictPlayer; extern PLAYER* ppp; extern short predictangpos[]; extern int predictmovefifoplc; extern bool Prediction; void InitPrediction(PLAYER* pp); void DoPrediction(PLAYER* ppp); void CorrectPrediction(int actualfifoplc); enum MultiGameTypes { MULTI_GAME_NONE, MULTI_GAME_COMMBAT, MULTI_GAME_COMMBAT_NO_RESPAWN, // JUST a place holder for menus. DO NOT USE!!! MULTI_GAME_COOPERATIVE, MULTI_GAME_AI_BOTS }; //extern int16_t MultiGameType; // defaults to NONE // global net vars // not saved in .CFG file // used for current game struct gNET { int32_t KillLimit; int32_t TimeLimit; int32_t TimeLimitClock; int16_t MultiGameType; // used to be a stand alone global bool TeamPlay; bool HurtTeammate; bool SpawnMarkers; bool AutoAim; bool NoRespawn; // for commbat type games bool Nuke; }; extern gNET gNet; void UpdateInputs(void); void InitNetVars(void); void InitTimingVars(void); void InitNetPlayerOptions(void); inline void SW_SendMessage(short, const char*) {} END_SW_NS