12 #ifndef _MULTI_INGAME_JOIN_HEADER_FILE
13 #define _MULTI_INGAME_JOIN_HEADER_FILE
66 #define INGAME_JOIN_FLAG_SENDING_SETS (1<<0) // sending player settings to him - it is important that this is done _first_
67 #define INGAME_JOIN_FLAG_CAMPAIGN_INFO (1<<1) // sending player settings to him - it is important that this is done _first_
68 #define INGAME_JOIN_FLAG_LOADING_MISSION (1<<2) // player has finished loading the mission
69 #define INGAME_JOIN_FLAG_SENDING_SHIPS (1<<3) // sending ships to an ingame joiner
70 #define INGAME_JOIN_FLAG_SENDING_WINGS (1<<4) // sending wings to an ingame joiner
71 #define INGAME_JOIN_FLAG_SENDING_RPTS (1<<5) // sending respawn points to a player
72 #define INGAME_JOIN_FLAG_SENDING_POST (1<<6) // sending standard post briefing data block
73 #define INGAME_JOIN_FLAG_SENDING_WSS (1<<7) // sending wss slots info
74 #define INGAME_JOIN_FLAG_PICK_SHIP (1<<8) // player is in the "pick" ship screen
75 #define INGAME_JOIN_FLAG_FILE_XFER (1<<9) // player is in the process of downloading the mission file
77 #define INGAME_SHIP_UPDATE_TIME 1500 // update time information for all ships the ingame joiner can see
79 #define INGAME_SHIP_NEXT 0 // another ship to follow
80 #define INGAME_SHIP_WARP_SUPPORT 1 // support ship warping in
81 #define INGAME_SHIP_LIST_EOP 2 // end of packet
82 #define INGAME_SHIP_LIST_EOL 3 // end of list
84 #define INGAME_WING_NEXT 0 // another wing to follow
85 #define INGAME_WING_LIST_EOP 1 // end of packet
86 #define INGAME_WING_LIST_EOL 2 // end of list
89 #define INGAME_WING_NOT_ARRIVED 1 // wing not yet present
90 #define INGAME_WING_DEPARTED 2 // wing is gone -- never to be seen again
91 #define INGAME_WING_PRESENT 3 // wing is in mission
void process_ingame_wings_packet(ubyte *data, header *hinfo)
void multi_ingame_sync_init()
int multi_reconstruct_wing(ubyte *data)
void send_ingame_ships_packet(net_player *pl)
void send_ingame_ship_request_packet(int code, int rdata, net_player *pl=NULL)
void process_ingame_ship_request_packet(ubyte *data, header *hinfo)
void multi_ingame_sync_close()
void send_ingame_respawn_points_packet(net_player *pl=0)
void multi_ingame_sync_do()
void send_ingame_slots_packet(net_player *p)
int multi_deconstruct_wing(ubyte *data, wing *w)
int multi_deconstruct_ship(ubyte *data, ship *s)
void multi_ingame_select_init()
void multi_handle_ingame_joiners()
void process_ingame_ships_packet(ubyte *data, header *hinfo)
void send_ingame_wings_packet(net_player *pl)
GLubyte GLubyte GLubyte GLubyte w
void multi_ingame_observer_finish()
GLenum GLsizei GLenum GLenum const GLvoid * data
int multi_reconstruct_ship(ubyte *data)
void process_ingame_respawn_points_packet(ubyte *data, header *hinfo)
void process_ingame_slots_packet(ubyte *data, header *hinfo)
void multi_ingame_select_do()
void multi_ingame_select_close()
void multi_ingame_process_mission_stuff(ubyte *data, header *hinfo)