216 |
216 |
217 VARDEF int32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet. |
217 VARDEF int32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet. |
218 VARDEF int32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max. |
218 VARDEF int32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max. |
219 |
219 |
220 // networking settings |
220 // networking settings |
221 VARDEF uint _network_port; |
221 VARDEF bool _network_available; // is network mode available? |
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222 VARDEF uint32 _network_ip_list[10]; // Network IPs |
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223 VARDEF uint16 _network_game_count; |
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224 |
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225 VARDEF uint _network_client_port; |
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226 VARDEF uint _network_server_port; |
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227 |
222 VARDEF uint _network_sync_freq; |
228 VARDEF uint _network_sync_freq; |
223 VARDEF uint _network_ahead_frames; |
229 VARDEF uint _network_ahead_frames; |
224 |
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225 VARDEF uint32 _network_ip_list[10]; // Network IPs |
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226 VARDEF char * _network_detected_serverip; // UDP Broadcast detected Server |
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227 VARDEF uint32 _network_detected_serverport; // UDP Broadcast detected server-port |
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228 |
230 |
229 VARDEF uint32 _sync_seed_1, _sync_seed_2; |
231 VARDEF uint32 _sync_seed_1, _sync_seed_2; |
230 |
232 |
231 VARDEF bool _is_ai_player; // current player is an AI player? - Can be removed if new AI is done |
233 VARDEF bool _is_ai_player; // current player is an AI player? - Can be removed if new AI is done |
232 |
234 |
281 VARDEF bool _exit_game; |
283 VARDEF bool _exit_game; |
282 VARDEF SmallFiosItem _file_to_saveload; |
284 VARDEF SmallFiosItem _file_to_saveload; |
283 VARDEF byte _make_screenshot; |
285 VARDEF byte _make_screenshot; |
284 |
286 |
285 VARDEF bool _networking; |
287 VARDEF bool _networking; |
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288 VARDEF bool _networking_override; // dont shutdown network core when the GameMenu appears. |
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289 |
286 VARDEF bool _networking_sync; // if we use network mode and the games must stay in sync. |
290 VARDEF bool _networking_sync; // if we use network mode and the games must stay in sync. |
287 VARDEF bool _networking_server; |
291 VARDEF bool _networking_server; |
288 VARDEF bool _networking_queuing; // queueing only? |
292 VARDEF bool _networking_queuing; // queueing only? |
289 |
293 |
290 VARDEF byte _network_playas; // an id to play as.. |
294 VARDEF byte _network_playas; // an id to play as.. |