32 #define MULTI_SIG_SHIP                                  1 
   33 #define MULTI_SIG_ASTEROID                              2 
   34 #define MULTI_SIG_NON_PERMANENT         3 
   35 #define MULTI_SIG_DEBRIS                                4 
   55 extern void delete_player(
int player_num, 
int kicked_reason = -1);
 
  190 #define OO_POS_RET_SIZE                                                 9 
  195 #define OO_ORIENT_RET_SIZE                                              6 
  200 #define OO_VEL_RET_SIZE                                                 4 
  205 #define OO_DESIRED_VEL_RET_SIZE                         3 
  210 #define OO_ROTVEL_RET_SIZE                                              4 
  215 #define OO_DESIRED_ROTVEL_RET_SIZE                      3 
int multi_netplayer_flag_check(int flags, int ignore_standalone=0)
 
ushort netmisc_calc_checksum(void *vptr, int len)
 
int multi_pack_unpack_vel(int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi)
 
int find_player(net_addr *addr)
 
void multi_handle_end_mission_request()
 
void multi_find_ingame_join_pos(object *new_obj)
 
int multi_message_should_broadcast(int type)
 
void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int ingame_join_team=-1)
 
void fill_net_addr(net_addr *addr, ubyte *address, ushort port)
 
int multi_kill_limit_reached()
 
int multi_find_open_player_slot()
 
void multi_create_standalone_object()
 
server_item * multi_new_server_item(void)
 
uint PSNET_SOCKET_RELIABLE
 
int multi_find_player_by_callsign(const char *callsign)
 
int multi_can_end_mission(net_player *p)
 
int server_all_filesigs_ok()
 
int multi_can_message(net_player *p)
 
void multi_maybe_send_ship_status()
 
const char * multi_random_chat_start()
 
int multi_pack_unpack_position(int write, ubyte *data, vec3d *pos)
 
int multi_pack_unpack_desired_rotvel(int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi, ship_info *sip)
 
char multi_unit_to_char(float unit)
 
void multi_make_fake_players(int count)
 
void multi_assign_player_ship(int net_player_num, object *objp, int ship_class)
 
int multi_get_player_ship(int np_index)
 
int multi_find_player_by_signature(int signature)
 
void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
 
active_game * multi_update_active_games(active_game *ag)
 
void multi_handle_sudden_mission_end()
 
object * multi_get_network_object(ushort net_signature)
 
void multi_free_server_list()
 
void multi_subsys_update_all()
 
void multi_free_active_games()
 
void multi_pack_orient_matrix(ubyte *data, matrix *m)
 
void multi_update_valid_missions()
 
int find_player_socket(PSNET_SOCKET_RELIABLE sock)
 
void multi_do_client_warp(float frame_time)
 
int multi_netplayer_state_check(int state, int ignore_standalone=0)
 
ushort multi_get_next_network_signature(int what_kind)
 
int multi_find_player_by_parse_object(p_object *p_objp)
 
float multi_char_to_unit(float val)
 
int multi_pack_unpack_rotvel(int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi)
 
void multi_player_ships_available(int *team_0, int *team_1)
 
int multi_pack_unpack_desired_vel(int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi, ship_info *sip)
 
int multi_netplayer_state_check2(int state, int state2, int ignore_standalone=0)
 
void multi_eval_socket_error(PSNET_SOCKET sock, int error)
 
char * get_text_address(char *text, ubyte *address)
 
int multi_get_connection_speed()
 
int find_player_no_port(net_addr *addr)
 
void add_net_button_info(net_player *p, button_info *bi, int unique_id)
 
int multi_is_builtin_mission()
 
void multi_get_mission_checksum(const char *filename)
 
void multiplayer_match_target_speed(net_player *p)
 
void multi_set_network_signature(ushort signature, int what_kind)
 
int multi_num_observers()
 
void stuff_netplayer_info(net_player *nplayer, net_addr *addr, int ship_class, player *pplayer)
 
void multi_flush_mission_stuff()
 
int multi_find_player_by_object(object *obj)
 
int multi_create_player(int player_num, player *pl, const char *name, net_addr *addr, int ship_class, short id)
 
GLuint const GLchar * name
 
int multi_find_player_by_ship_name(const char *ship_name, bool inc_respawning=false)
 
int multi_is_valid_unknown_packet(ubyte type)
 
ushort multi_assign_network_signature(int what_kind)
 
const char * multi_random_death_word()
 
void remove_ship_status_item(net_player *p, int id)
 
int multi_get_highest_rank()
 
int lookup_ship_status(net_player *p, int unique_id, int remove=0)
 
void multi_server_update_player_weapons(net_player *pl, ship *shipp)
 
void delete_player(int player_num, int kicked_reason=-1)
 
void multi_apply_ship_status(net_player *p, button_info *bi, int locally)
 
active_game * multi_new_active_game(void)
 
int multi_find_open_netplayer_slot()
 
void multi_send_anti_timeout_ping()
 
void multi_unpack_orient_matrix(ubyte *data, matrix *m)
 
int multi_query_lag_status()
 
GLenum GLsizei GLenum GLenum const GLvoid * data
 
void multi_untag_player_ships()
 
int multi_show_ingame_ping()
 
GLsizei GLsizei GLuint * obj
 
void multi_display_chat_msg(const char *msg, int player_index, int add_id)
 
void send_debrief_event()
 
void multi_handle_state_special()
 
int multi_ship_class_lookup(const char *ship_name)
 
void multi_maybe_send_repair_info(object *dest_obj, object *source_objp, int code)
 
int multi_pack_unpack_orient(int write, ubyte *data, matrix *orient)
 
GLenum const GLvoid * addr
 
int find_player_id(short player_id)
 
int multi_process_restricted_keys(int k)
 
void multi_broadcast_stats(int stats_code)
 
void multi_flush_multidata_cache()
 
int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone=0)
 
int multi_num_connections()
 
int multi_find_player_by_net_signature(ushort net_signature)
 
void multi_warpout_all_players()
 
int multi_eval_join_request(join_request *jr, net_addr *addr)
 
void multi_file_xfer_notify(int handle)
 
int multi_ignore_controls(int key=-1)