1 |
#include "Flatline.h" |
2 |
#include "Oni_Character.h" |
3 |
#include "Oni_Gamestate.h" |
4 |
#include "Oni_Symbols.h" |
5 |
#include "Flatline_Client.h" |
6 |
#include "Flatline_Server.h" |
7 |
#include "Flatline_Events.h" |
8 |
#include "Daodan_Utility.h" |
9 |
#include <Windows.h> |
10 |
//#include <sys/time.h> |
11 |
#include <time.h> |
12 |
#include <float.h> |
13 |
#define isnan(x) ((x) != (x)) |
14 |
uint32_t last1 = 0; uint32_t last2 = 0; |
15 |
player_info Players[MAX_PLAYERS] = {{0}, {0}, {0}, {0}}; |
16 |
player_info * PlayerList[MAX_CONNECTIONS] = {0}; |
17 |
multiplayer_status MultiplayerStatus; |
18 |
unsigned int lastPingTime; |
19 |
|
20 |
const char * Rejection_Messages[][255] = { |
21 |
{"Server is full"}, |
22 |
{"-2"}, |
23 |
{"-3"}, |
24 |
{"-4"}, |
25 |
{"-5"}, |
26 |
}; |
27 |
|
28 |
#define BETTER_SYNC |
29 |
|
30 |
|
31 |
|
32 |
|
33 |
short TRrAnimation_GetType(char* anim) |
34 |
{ |
35 |
return *(short*)(anim + 0x15A); |
36 |
} |
37 |
|
38 |
void ONrCharacter_SetAnimationInternal(Character* Char, ActiveCharacter* AChar, |
39 |
short inFromState, short inNextAnimType, const void *TRAM) |
40 |
{ |
41 |
ONCC *ONCC = Char->ONCC; |
42 |
void *TRAC = ONCC->TRAC; |
43 |
short index = Char->Number; |
44 |
short animType; |
45 |
|
46 |
if (TRAM == 0) return; |
47 |
|
48 |
animType = TRrAnimation_GetType(TRAM); |
49 |
|
50 |
AChar->Animation = TRAM; |
51 |
AChar->Frame = 0; |
52 |
AChar->AnimationFromState = inFromState; |
53 |
AChar->AnimationType = animType; |
54 |
|
55 |
AChar->NextAnimationType= inNextAnimType; |
56 |
AChar->AnimationToState = TRrAnimation_GetTo(TRAM); |
57 |
|
58 |
return; |
59 |
} |
60 |
|
61 |
|
62 |
|
63 |
|
64 |
|
65 |
|
66 |
//wtf, this needs cleaned up... |
67 |
player_info *FLr_FindEmptySlot() { |
68 |
int j; |
69 |
for(j = 0; j < MAX_PLAYERS; j++) { |
70 |
if (Players[j].ip == 0) { |
71 |
return &Players[j]; |
72 |
} |
73 |
} |
74 |
return 0; |
75 |
} |
76 |
|
77 |
extern uint16_t max_connections; |
78 |
uint16_t FLr_FindEmptyListSlot() { |
79 |
int j; |
80 |
for(j = 0; j < max_connections; j++) { |
81 |
if (PlayerList[j] == 0) { |
82 |
return j; |
83 |
} |
84 |
} |
85 |
return -1; |
86 |
} |
87 |
typedef struct |
88 |
{ |
89 |
uint16_t x; |
90 |
uint16_t y; |
91 |
} IMtPoint2D; |
92 |
static flatline_packet cache_input = {0}; |
93 |
|
94 |
|
95 |
void * ONICALL FLrInput_Update_Keys(void) |
96 |
{ |
97 |
uint32_t i; |
98 |
flatline_packet all_input = {0}; |
99 |
int16_t InputIndex = 0; |
100 |
|
101 |
if(client_connected) |
102 |
{ |
103 |
int sent_bytes; |
104 |
flatline_packet input_packet = {0}; |
105 |
|
106 |
FLrClient_GetPackets(); |
107 |
|
108 |
input_packet.id = PLAYER_INPUT; |
109 |
// input_packet.input_struct.Time = ONgGameState->GameTime; |
110 |
input_packet.input_struct.Actions1 = ONgGameState->Input.Current.Actions1; |
111 |
input_packet.input_struct.Actions2 = ONgGameState->Input.Current.Actions2; |
112 |
input_packet.input_struct.MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
113 |
input_packet.input_struct.MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
114 |
input_packet.input_struct.DesiredFacing = ONgGameState->PlayerCharacter->DesiredFacing; |
115 |
|
116 |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); |
117 |
|
118 |
//return ONgGameState; |
119 |
} |
120 |
|
121 |
|
122 |
if(!(server_started || client_connected)) return ONgGameState; |
123 |
|
124 |
|
125 |
|
126 |
for(i = 0; i < max_connections; i++) { |
127 |
ActiveCharacter * Active_Player; |
128 |
Character* Player; |
129 |
GameInput * Active_Input; |
130 |
if(PlayerList[i] == 0) continue; |
131 |
|
132 |
|
133 |
|
134 |
Player = PlayerList[i]->Chr; |
135 |
Active_Player = ONrGetActiveCharacter( PlayerList[i]->Chr); |
136 |
|
137 |
if(!Player) |
138 |
{ |
139 |
DDrConsole_Print("Warning, missing Character!"); |
140 |
continue; |
141 |
} |
142 |
|
143 |
if( server_started && i != 0 ) |
144 |
{ |
145 |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->FacingFromClient; |
146 |
} |
147 |
|
148 |
|
149 |
|
150 |
//Set the health properly first. |
151 |
//Always overridden by the server because of the chance of random damage and such |
152 |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Health) ) |
153 |
{ |
154 |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->Health.MaxHealth; |
155 |
ONrCharacter_SetHitPoints( PlayerList[i]->Chr, PlayerList[i]->Health.Health); |
156 |
//PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Health ); |
157 |
} |
158 |
|
159 |
//If the player is dead |
160 |
if( PlayerList[i]->Chr->Health == 0 ) |
161 |
|
162 |
{ |
163 |
const short TicksToRespawn = 3 * 60; |
164 |
|
165 |
//Permanently kill off dumb AI |
166 |
if(PlayerList[i]->flags & PF_SCRIPTEDAI) |
167 |
{ |
168 |
FLrPlayerDisconnect( i ); |
169 |
continue; |
170 |
} |
171 |
|
172 |
//Just to know if we have started counting off the respawn |
173 |
if(PlayerList[i]->state != STATE_DEAD) |
174 |
{ |
175 |
PlayerList[i]->state = STATE_DEAD; |
176 |
PlayerList[i]->DeathTime = ONgGameState->GameTime; |
177 |
if(i == client_slot) |
178 |
{ |
179 |
ONrGameState_Timer_Start( "", TicksToRespawn ); |
180 |
} |
181 |
|
182 |
if(server_started) |
183 |
{ |
184 |
FLsPublic_Event( EV_KILLED, &i ); |
185 |
} |
186 |
|
187 |
} |
188 |
|
189 |
//Server respawning |
190 |
if(server_started) |
191 |
{ |
192 |
int Actions; |
193 |
if(i == 0) |
194 |
{ |
195 |
Actions = ONgGameState->Input.Current.Actions1; |
196 |
} |
197 |
else |
198 |
{ |
199 |
Actions = PlayerList[i]->InputFromClient.Actions1; |
200 |
} |
201 |
|
202 |
if(ONgGameState->GameTime - PlayerList[i]->DeathTime > TicksToRespawn && |
203 |
(Actions & (Action_Punch | Action_Kick)) ) |
204 |
{ |
205 |
FLrPlayerRespawn( i ); |
206 |
|
207 |
FLsPublic_Event( EV_RESPAWN, &i ); |
208 |
} |
209 |
else |
210 |
{ |
211 |
continue; |
212 |
} |
213 |
} |
214 |
else //clients?! |
215 |
{ |
216 |
continue; |
217 |
} |
218 |
} |
219 |
|
220 |
PlayerList[i]->state = STATE_ALIVE; |
221 |
|
222 |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Class ) ) |
223 |
{ |
224 |
if(PlayerList[i]->Class) |
225 |
{ |
226 |
ONrCharacter_SetCharacterClass( PlayerList[i]->Chr, PlayerList[i]->Class ); |
227 |
} |
228 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Class ); |
229 |
} |
230 |
|
231 |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Facing ) ) |
232 |
{ |
233 |
PlayerList[i]->Chr->Facing = PlayerList[i]->Facings.Facing; |
234 |
if(i != client_slot) |
235 |
{ |
236 |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->Facings.DesiredFacing; |
237 |
} |
238 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Facing ); |
239 |
} |
240 |
|
241 |
if(Active_Player == 0) continue; |
242 |
|
243 |
|
244 |
|
245 |
// Active_Player->PlayingFilm.Flags = 1; |
246 |
|
247 |
Active_Input = &(Active_Player->Input); |
248 |
|
249 |
|
250 |
if( (server_started && i !=0) || !server_started ) |
251 |
{ |
252 |
Active_Input->Stop.Actions1 = ~PlayerList[i]->Input.Actions1 & Active_Input->Current.Actions1; |
253 |
Active_Input->Stop.Actions2 = ~PlayerList[i]->Input.Actions2 & Active_Input->Current.Actions2; |
254 |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Input.Actions1; |
255 |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Input.Actions2; |
256 |
|
257 |
Active_Input->Current.Actions1 = PlayerList[i]->Input.Actions1; |
258 |
Active_Input->Current.Actions2 = PlayerList[i]->Input.Actions2; |
259 |
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
260 |
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
261 |
if(client_connected && i == client_slot) |
262 |
{ |
263 |
Active_Input->MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
264 |
Active_Input->MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
265 |
} |
266 |
else |
267 |
{ |
268 |
Active_Input->MouseDeltaX = PlayerList[i]->Input.MouseDeltaX; |
269 |
Active_Input->MouseDeltaY = PlayerList[i]->Input.MouseDeltaY; |
270 |
} |
271 |
} |
272 |
|
273 |
{ |
274 |
void* ConsoleAnimation = 0; |
275 |
TMrInstance_GetDataPtr( 'TRAM', "KONOKOwatch_idle", &ConsoleAnimation); |
276 |
|
277 |
if(!Active_Player->IsInAir && Active_Input->Current.Actions1 & (Action_Console | Action_PauseScreen) |
278 |
&& !(PlayerList[i]->Chr->Flags & ONcCharacterFlag_BeingThrown) |
279 |
&& Active_Player->ThrowTargetCharacter != -1) |
280 |
{ |
281 |
if(ConsoleAnimation && ConsoleAnimation != Active_Player->Animation) |
282 |
{ |
283 |
ONrCharacter_SetAnimationExternal(PlayerList[i]->Chr, Active_Player->AnimationFromState, ConsoleAnimation, 10); |
284 |
Player->Flags |= 0x00200000; |
285 |
Active_Player->ForcedAnimationFrames = -1;// TRrAnimation_GetDuration(ConsoleAnimation); |
286 |
} |
287 |
} |
288 |
else if(Active_Input->Stopped.Actions1 & (Action_Console | Action_PauseScreen) ) |
289 |
{ |
290 |
Active_Player->ForcedAnimationFrames = 0; |
291 |
} |
292 |
|
293 |
} |
294 |
|
295 |
//Check for character switching requests |
296 |
if(server_started && PlayerList[i]->Chr->Health != 0 |
297 |
&& PlayerList[i]->InputFromClient.Actions1 & Action_Block) |
298 |
{ |
299 |
if( PlayerList[i]->ShapeshiftCooldown < ONgGameState->GameTime) |
300 |
{ |
301 |
int error; |
302 |
|
303 |
|
304 |
|
305 |
ONCC *newClass; |
306 |
short numClasses = (short)TMrInstance_GetTagCount('ONCC'); |
307 |
/* |
308 |
if(Active_Player->Input.Start.Actions1 & Action_Block) |
309 |
{ |
310 |
//This might not be getting hit. Find out why, eh? |
311 |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15; |
312 |
} |
313 |
else |
314 |
{ |
315 |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 5; |
316 |
} |
317 |
*/ |
318 |
|
319 |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15; |
320 |
|
321 |
if (PlayerList[i]->InputFromClient.Actions1 & Action_Crouch) { |
322 |
Player->ONCCnumber += numClasses - 1; |
323 |
} |
324 |
else { |
325 |
Player->ONCCnumber += 1; |
326 |
} |
327 |
|
328 |
if (numClasses > 0) { |
329 |
Player->ONCCnumber = Player->ONCCnumber % numClasses; |
330 |
|
331 |
error = TMrInstance_GetDataPtr_ByNumber('ONCC', Player->ONCCnumber, &newClass); |
332 |
|
333 |
if ((newClass != NULL) && (!error)) { |
334 |
ONrCharacter_SetCharacterClass(Player, newClass); |
335 |
} |
336 |
} |
337 |
|
338 |
} |
339 |
} |
340 |
else |
341 |
{ |
342 |
PlayerList[i]->ShapeshiftCooldown = 0; |
343 |
} |
344 |
if(client_connected) { |
345 |
|
346 |
if( DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Position) ) |
347 |
{ |
348 |
//Active_Player->PhyContext->Position = PlayerList[i]->Position; |
349 |
|
350 |
Active_Player->PhyContext->Position.X = |
351 |
(PlayerList[i]->Position.X + Active_Player->PhyContext->Position.X) / 2; |
352 |
|
353 |
Active_Player->PhyContext->Position.Y = |
354 |
(PlayerList[i]->Position.Y + Active_Player->PhyContext->Position.Y) / 2; |
355 |
|
356 |
Active_Player->PhyContext->Position.Z = |
357 |
(PlayerList[i]->Position.Z + Active_Player->PhyContext->Position.Z) / 2; |
358 |
|
359 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Position ); |
360 |
} |
361 |
|
362 |
|
363 |
|
364 |
|
365 |
if (!(Player->Flags & ONcCharacterFlag_BeingThrown) && |
366 |
DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) && (PlayerList[i]->Animation)) |
367 |
{ |
368 |
// get a pointer to the animation |
369 |
|
370 |
|
371 |
if (PlayerList[i]->Animation != Active_Player->Animation) |
372 |
{ |
373 |
|
374 |
/////////////////////////////////// |
375 |
//TODO: Check age of animation |
376 |
/////////////////////////////////// |
377 |
// set the characters animation |
378 |
/*ONrCharacter_SetAnimationInternal(Player, |
379 |
Active_Player, |
380 |
Active_Player->AnimationToState, |
381 |
0, |
382 |
PlayerList[i]->Animation);*/ |
383 |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
384 |
ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(PlayerList[i]->Animation), PlayerList[i]->Animation, 1); |
385 |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
386 |
} |
387 |
|
388 |
|
389 |
} |
390 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Animation ); |
391 |
|
392 |
//Disabled Frame syncing for now. In most cases it won't be useful. |
393 |
if(0 && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_FramePing) && PlayerList[i]->Frame != -1 |
394 |
//&& !DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) |
395 |
) |
396 |
{ |
397 |
if( abs(PlayerList[i]->Frame - Active_Player->Frame) > 2 ) |
398 |
{ |
399 |
short AnimationLength; |
400 |
AnimationLength = TRrAnimation_GetDuration(Active_Player->Animation); |
401 |
if (PlayerList[i]->Frame >= AnimationLength) |
402 |
{ |
403 |
Active_Player->Frame = AnimationLength - 1; |
404 |
//Active_Player->Frame = 0; |
405 |
} |
406 |
else |
407 |
{ |
408 |
Active_Player->Frame = PlayerList[i]->Frame; |
409 |
} |
410 |
} |
411 |
|
412 |
} |
413 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_FramePing ); |
414 |
|
415 |
//Increment frame in case we were waiting |
416 |
PlayerList[i]->Frame++; |
417 |
|
418 |
if (DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Throws) |
419 |
&& PlayerList[i]->ThrowData.throwName[0] != 0) |
420 |
{ |
421 |
if(PlayerList[PlayerList[i]->ThrowData.throwing]) |
422 |
{ |
423 |
short throwTarget = PlayerList[PlayerList[i]->ThrowData.throwing]->spawnnumber; |
424 |
/*if ((throwTarget != Active_Player->throwing) && |
425 |
(PlayerList[i]->ThrowData.throwFrame < 10))*/ |
426 |
{ |
427 |
void *throw_animation; |
428 |
ActiveCharacter* Target; |
429 |
// get the animation |
430 |
|
431 |
TMrInstance_GetDataPtr( |
432 |
'TRAM', |
433 |
PlayerList[i]->ThrowData.throwName, |
434 |
&throw_animation); |
435 |
//if (error) return; |
436 |
|
437 |
// set the throw target |
438 |
Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget]; |
439 |
Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter); |
440 |
//if (/*(Target->Animation != throw_animation) &&*/ |
441 |
// (OldAnimation != Animation) && |
442 |
// !(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown)) |
443 |
// Target->thrownBy == - |
444 |
{ |
445 |
// set the throw variables |
446 |
Active_Player->targetThrow = throw_animation; |
447 |
Active_Player->throwing = throwTarget; |
448 |
|
449 |
// run the throw |
450 |
ONrCharacter_NewAnimationHook(Player, Active_Player); |
451 |
|
452 |
//if (Active_Player->ThrowTargetCharacter) |
453 |
{ |
454 |
// Target->Frame += 2; |
455 |
//DDrConsole_PrintF("Thrown by player %hi", Player->Number ); |
456 |
//DDrStartupMessage("Thrown by player %hi", Player->Number ); |
457 |
Target->thrownBy = Player->Number & 0x00ff; |
458 |
} |
459 |
} |
460 |
} |
461 |
} |
462 |
else |
463 |
{ |
464 |
DDrConsole_PrintF("Warning, tried to throw nonexistant player %hi", |
465 |
PlayerList[i]->ThrowData.throwing ); |
466 |
} |
467 |
} |
468 |
|
469 |
//Always discard old throw data, even if it isnt applied |
470 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Throws ); |
471 |
} |
472 |
|
473 |
|
474 |
} |
475 |
|
476 |
if(server_started) |
477 |
{ |
478 |
if(ONgGameState->GameTime % 120 == 0) |
479 |
{ |
480 |
FLsPingAll(); |
481 |
} |
482 |
|
483 |
if(PlayerList[0]) |
484 |
{ |
485 |
PlayerList[0]->InputFromClient.Actions1 = ONgGameState->Input.Current.Actions1; |
486 |
PlayerList[0]->InputFromClient.Actions2 = ONgGameState->Input.Current.Actions2; |
487 |
PlayerList[0]->InputFromClient.MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
488 |
PlayerList[0]->InputFromClient.MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
489 |
} |
490 |
FLsSendPlayerData(); |
491 |
} |
492 |
MultiplayerStatus.PleaseUpdateAllPlayers = 0; |
493 |
return ONgGameState; |
494 |
} |
495 |
|
496 |
void FLrPlayerDisconnect( int Player ) |
497 |
{ |
498 |
if(server_started) |
499 |
{ |
500 |
//FLsPublic_Event(EV_DISCONNECT, &Player ); |
501 |
MultiplayerStatus.PleaseUpdateAllPlayers = 1; |
502 |
} |
503 |
//Kill off the character in another function, please |
504 |
//ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, 0); |
505 |
|
506 |
memset(PlayerList[Player], 0, sizeof(player_info)); |
507 |
PlayerList[Player] = 0; |
508 |
|
509 |
|
510 |
|
511 |
return; |
512 |
} |
513 |
|
514 |
void FLrPlayerRespawn( int Player ) |
515 |
{ |
516 |
PlayerList[Player]->state = STATE_ALIVE; |
517 |
ONrCorpse_Create(PlayerList[Player]->Chr); |
518 |
ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, PlayerList[Player]->Chr->MaxHealth ); |
519 |
} |
520 |
|
521 |
|
522 |
void* ScoreboardInstance = 0; |
523 |
void FLrRun_Scores() |
524 |
{ |
525 |
if(client_connected || server_started) |
526 |
{ |
527 |
if(!ScoreboardInstance){ |
528 |
void* TSFFTahoma; |
529 |
TMrInstance_GetDataPtr( 'TSFF', "Tahoma", &TSFFTahoma); |
530 |
TSrContext_New( TSFFTahoma, 7, 1, 1, 0, &ScoreboardInstance); |
531 |
} |
532 |
if(ScoreboardInstance){ |
533 |
const int white = 0x00FFFFFF; |
534 |
const int green = 0x0000FF00; |
535 |
const int red = 0x00FF0000; |
536 |
const int blue = 0x000000FF; |
537 |
int i; |
538 |
char DrawString[255]; |
539 |
const int LineHeight = 15; |
540 |
IMtPoint2D DrawLocation = {25, 20}; |
541 |
TSrContext_SetShade(ScoreboardInstance, white); |
542 |
TSrContext_DrawText(ScoreboardInstance, "Oni Flatline build " __DATE__ " " __TIME__, 255, 0, &DrawLocation); |
543 |
TSrContext_SetShade(ScoreboardInstance, white); |
544 |
DrawLocation.y += LineHeight; |
545 |
DrawLocation.x = 25; |
546 |
TSrContext_DrawText(ScoreboardInstance, "Name", 255, 0, &DrawLocation); |
547 |
DrawLocation.x += 150; |
548 |
TSrContext_DrawText(ScoreboardInstance, "Score", 255, 0, &DrawLocation); |
549 |
DrawLocation.x += 50; |
550 |
TSrContext_DrawText(ScoreboardInstance, "Ping", 255, 0, &DrawLocation); |
551 |
for(i = 0; i <MAX_PLAYERS; i++) |
552 |
{ |
553 |
if(PlayerList[i] == 0 || PlayerList[i]->Chr == 0) continue; |
554 |
|
555 |
DrawLocation.x = 10; |
556 |
DrawLocation.y += LineHeight; |
557 |
|
558 |
sprintf(DrawString, "%i.", i ); |
559 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
560 |
DrawLocation.x += 15; |
561 |
|
562 |
if(PlayerList[i]->Chr && PlayerList[i]->Chr->Health == 0) |
563 |
{ |
564 |
TSrContext_SetShade(ScoreboardInstance, red); |
565 |
} |
566 |
else if (i == client_slot) |
567 |
{ |
568 |
TSrContext_SetShade(ScoreboardInstance, green); |
569 |
} |
570 |
TSrContext_DrawText(ScoreboardInstance, PlayerList[i]->name, 255, 0, &DrawLocation); |
571 |
TSrContext_SetShade(ScoreboardInstance, white); |
572 |
DrawLocation.x += 150; |
573 |
sprintf(DrawString, "%i", PlayerList[i]->Chr->Damage); |
574 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
575 |
DrawLocation.x += 50; |
576 |
sprintf(DrawString, "%i", PlayerList[i]->Ping); |
577 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
578 |
} |
579 |
} |
580 |
} |
581 |
} |
582 |
|
583 |
bool FlatlineInitialize() |
584 |
{ |
585 |
memset( Players, 0, sizeof( player_info ) * MAX_PLAYERS ); |
586 |
memset( PlayerList, 0, 4 * MAX_PLAYERS ); |
587 |
memset( &MultiplayerStatus, 0, sizeof( multiplayer_status )); |
588 |
return 1; |
589 |
} |