variables.h
changeset 105 44e894da0fef
parent 100 8e87945f6bcb
child 108 8e2e584a9500
equal deleted inserted replaced
104:ba246e85459f 105:44e894da0fef
   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?
       
   222 VARDEF uint32 _network_ip_list[10]; // Network IPs
       
   223 VARDEF uint16 _network_game_count;
       
   224 
       
   225 VARDEF uint _network_client_port;
       
   226 VARDEF uint _network_server_port;
       
   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 
       
   225 VARDEF uint32 _network_ip_list[10]; // Network IPs
       
   226 VARDEF char * _network_detected_serverip; // UDP Broadcast detected Server
       
   227 VARDEF uint32 _network_detected_serverport; // UDP Broadcast detected server-port
       
   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;
       
   288 VARDEF bool _networking_override; // dont shutdown network core when the GameMenu appears.
       
   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..