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gt2aServer.h
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/*
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GameSpy GT2 SDK
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GT2Action - sample app
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Dan "Mr. Pants" Schoenblum
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dan@gamespy.com
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Copyright 2000 GameSpy Industries, Inc
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*/
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#ifndef _GT2ASERVER_H_
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#define _GT2ASERVER_H_
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#define MAX_CLIENTS MAX_PLAYERS
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typedef
struct
Client
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{
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GT2Bool used;
// If this slot is in use or not.
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int
index;
// This client's clientIndex.
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GT2Connection connection;
// The GT2Connection for this client.
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V2f position;
// The current position (0 <= x,y < MAP_MAX).
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float
rotation;
// Client's view angle (0 <= rotation < 360).
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int
motion;
// Client's current motion (STILL, FORWARD, BACKWARD).
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int
turning;
// Client's current turning direction (STILL, LEFT, RIGHT).
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unsigned
long
lastUpdate;
// Last update received from this client.
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char
nick[MAX_NICK];
// The client's nick.
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int
score;
// The client's score.
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GT2Bool dead;
// True if this client was killed and not respawned.
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unsigned
long
spawnTime;
// If dead, spawn at this time.
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unsigned
long
lastPress;
// When the last press event was received.
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int
numAsteroids;
// The number of asteroids being held by this player.
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}
Client
;
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extern
Client
clients[MAX_CLIENTS];
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GT2Bool InitializeServer
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(
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void
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);
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void
ServerThink
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(
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unsigned
long
now
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);
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void
SendSound
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(
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int
sound,
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int
sendClient
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);
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void
SendNumAsteroids
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(
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int
total,
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int
sendClient
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);
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void
BroadcastText
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(
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const
char
* message,
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int
exceptIndex,
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GT2Bool reliable
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);
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#endif
Client
Definition
gt2aServer.h:17
code
gamespy
gt2
gt2action
gt2aServer.h
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