213 byte NetworkSpectatorCount(void); |
213 byte NetworkSpectatorCount(void); |
214 |
214 |
215 VARDEF char *_network_host_list[10]; |
215 VARDEF char *_network_host_list[10]; |
216 VARDEF char *_network_ban_list[25]; |
216 VARDEF char *_network_ban_list[25]; |
217 |
217 |
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218 void ParseConnectionString(const char **player, const char **port, char *connection_string); |
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219 void NetworkUpdateClientInfo(uint16 client_index); |
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220 void NetworkAddServer(const char *b); |
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221 void NetworkRebuildHostList(void); |
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222 bool NetworkChangeCompanyPassword(byte argc, char *argv[]); |
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223 void NetworkPopulateCompanyInfo(void); |
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224 |
218 #endif /* ENABLE_NETWORK */ |
225 #endif /* ENABLE_NETWORK */ |
219 |
226 |
220 // Those variables must always be registered! |
227 // Those variables must always be registered! |
221 VARDEF bool _networking; |
228 VARDEF bool _networking; |
222 VARDEF bool _network_available; // is network mode available? |
229 VARDEF bool _network_available; // is network mode available? |
223 VARDEF bool _network_server; // network-server is active |
230 VARDEF bool _network_server; // network-server is active |
224 VARDEF bool _network_dedicated; // are we a dedicated server? |
231 VARDEF bool _network_dedicated; // are we a dedicated server? |
225 VARDEF PlayerID _network_playas; // an id to play as.. |
232 VARDEF PlayerID _network_playas; // an id to play as.. |
226 |
233 |
227 void ParseConnectionString(const char **player, const char **port, char *connection_string); |
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228 void NetworkUpdateClientInfo(uint16 client_index); |
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229 void NetworkAddServer(const char *b); |
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230 void NetworkRebuildHostList(void); |
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231 bool NetworkChangeCompanyPassword(byte argc, char *argv[]); |
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232 void NetworkPopulateCompanyInfo(void); |
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233 |
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234 #endif /* NETWORK_H */ |
234 #endif /* NETWORK_H */ |