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Hosting a co-op level from the Map screen (CO-OP CAMPAIGN, a level and its difficulty, then Server Setup) makes a network game on the campaign map with no game engine, which is what co-op is. Only the host runs the scripts and the AI; port/linux/game/network_coop.c sends clients what the scripts do (cutscenes, camera, fades, HUD, sounds, devices, named objects, animations), and network_actors.c drives the host's AI units on every machine. Players spawn beside each other, respawn beside a safe teammate, and spectate while dead or waiting. Skipping a cutscene is a vote. Players can join a game in progress at any time.
35 lines
706 B
C
35 lines
706 B
C
#ifndef __HUD_WEAPON_H
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#define __HUD_WEAPON_H
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#pragma once
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struct player_datum;
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void hud_initialize_weapon_interface(
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void);
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void hud_initialize_weapon_interface_for_new_map(
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void);
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void hud_dispose_weapon_interface_from_old_map(
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void);
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void hud_dispose_weapon_interface(
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void);
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/* port: network co-op (port/linux/game/network_coop.c) */
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long hud_weapon_port_script_flags(
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void);
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void hud_weapon_port_set_script_flags(
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long flags);
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void scripted_hud_show_crosshair(
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boolean show);
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void hud_fix_weapon_data(
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short old_local_player_index,
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short new_local_player_index);
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void hud_update_weapon(
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void);
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void hud_render_weapon_interface(
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struct player_datum *player);
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#endif // __HUD_WEAPON_H
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