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 |
|
14 |
#define isnan(x) ((x) != (x)) |
15 |
|
16 |
uint32_t last1 = 0; uint32_t last2 = 0; |
17 |
player_info Players[MAX_PLAYERS]; |
18 |
player_info * PlayerList[MAX_CONNECTIONS] = {0}; |
19 |
multiplayer_status MultiplayerStatus; |
20 |
unsigned int lastPingTime; |
21 |
|
22 |
const char * Rejection_Messages[][255] = { |
23 |
{"Server is full"}, |
24 |
{"-2"}, |
25 |
{"-3"}, |
26 |
{"-4"}, |
27 |
{"-5"}, |
28 |
}; |
29 |
|
30 |
#define BETTER_SYNC |
31 |
|
32 |
|
33 |
|
34 |
|
35 |
short TRrAnimation_GetType(const void* anim) |
36 |
{ |
37 |
return *(short*)(anim + 0x15A); |
38 |
} |
39 |
|
40 |
void ONrCharacter_SetAnimationInternal(Character* Char, ActiveCharacter* AChar, |
41 |
short inFromState, short inNextAnimType, const void *TRAM) |
42 |
{ |
43 |
ONCC *ONCC = Char->ONCC; |
44 |
void *TRAC = (void*)ONCC->TRAC; |
45 |
short index = Char->Number; |
46 |
short animType; |
47 |
|
48 |
if (TRAM == 0) return; |
49 |
|
50 |
animType = TRrAnimation_GetType(TRAM); |
51 |
|
52 |
AChar->Animation = TRAM; |
53 |
AChar->Frame = 0; |
54 |
AChar->AnimationFromState = inFromState; |
55 |
AChar->AnimationType = animType; |
56 |
|
57 |
AChar->NextAnimationType= inNextAnimType; |
58 |
AChar->AnimationToState = TRrAnimation_GetTo(TRAM); |
59 |
|
60 |
return; |
61 |
} |
62 |
|
63 |
|
64 |
|
65 |
|
66 |
|
67 |
|
68 |
//wtf, this needs cleaned up... |
69 |
player_info *FLr_FindEmptySlot() { |
70 |
int j; |
71 |
for(j = 0; j < MAX_PLAYERS; j++) { |
72 |
if (Players[j].ip == 0) { |
73 |
return &Players[j]; |
74 |
} |
75 |
} |
76 |
return 0; |
77 |
} |
78 |
|
79 |
extern uint16_t max_connections; |
80 |
uint16_t FLr_FindEmptyListSlot() { |
81 |
int j; |
82 |
for(j = 0; j < max_connections; j++) { |
83 |
if (PlayerList[j] == 0) { |
84 |
return j; |
85 |
} |
86 |
} |
87 |
return -1; |
88 |
} |
89 |
typedef struct |
90 |
{ |
91 |
uint16_t x; |
92 |
uint16_t y; |
93 |
} IMtPoint2D; |
94 |
static flatline_packet cache_input = {0}; |
95 |
|
96 |
|
97 |
void * ONICALL FLrInput_Update_Keys(void) |
98 |
{ |
99 |
uint32_t i; |
100 |
flatline_packet all_input = {0}; |
101 |
int16_t InputIndex = 0; |
102 |
|
103 |
if(client_connected) |
104 |
{ |
105 |
int sent_bytes; |
106 |
flatline_packet input_packet = {0}; |
107 |
|
108 |
FLrClient_GetPackets(); |
109 |
|
110 |
input_packet.id = PLAYER_INPUT; |
111 |
// input_packet.input_struct.Time = ONgGameState->GameTime; |
112 |
input_packet.input_struct.Actions1 = ONgGameState->Input.Current.Actions1; |
113 |
input_packet.input_struct.Actions2 = ONgGameState->Input.Current.Actions2; |
114 |
input_packet.input_struct.MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
115 |
input_packet.input_struct.MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
116 |
input_packet.input_struct.DesiredFacing = ONgGameState->PlayerCharacter->DesiredFacing; |
117 |
|
118 |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); |
119 |
|
120 |
//return ONgGameState; |
121 |
} |
122 |
|
123 |
|
124 |
if(!(server_started || client_connected)) return ONgGameState; |
125 |
|
126 |
|
127 |
|
128 |
for(i = 0; i < max_connections; i++) { |
129 |
ActiveCharacter * Active_Player; |
130 |
Character* Player; |
131 |
GameInput * Active_Input; |
132 |
if(PlayerList[i] == 0) continue; |
133 |
|
134 |
|
135 |
|
136 |
Player = PlayerList[i]->Chr; |
137 |
Active_Player = ONrGetActiveCharacter( PlayerList[i]->Chr); |
138 |
|
139 |
if(!Player) |
140 |
{ |
141 |
DDrConsole_Print("Warning, missing Character!"); |
142 |
continue; |
143 |
} |
144 |
|
145 |
if( server_started && i != 0 ) |
146 |
{ |
147 |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->FacingFromClient; |
148 |
} |
149 |
|
150 |
|
151 |
|
152 |
//Set the health properly first. |
153 |
//Always overridden by the server because of the chance of random damage and such |
154 |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Health) ) |
155 |
{ |
156 |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->Health.MaxHealth; |
157 |
ONrCharacter_SetHitPoints( PlayerList[i]->Chr, PlayerList[i]->Health.Health); |
158 |
//PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Health ); |
159 |
} |
160 |
|
161 |
//If the player is dead |
162 |
if( PlayerList[i]->Chr->Health == 0 ) |
163 |
|
164 |
{ |
165 |
const short TicksToRespawn = 3 * 60; |
166 |
|
167 |
//Permanently kill off dumb AI |
168 |
if(PlayerList[i]->flags & PF_SCRIPTEDAI) |
169 |
{ |
170 |
FLrPlayerDisconnect( i ); |
171 |
continue; |
172 |
} |
173 |
|
174 |
//Just to know if we have started counting off the respawn |
175 |
if(PlayerList[i]->state != STATE_DEAD) |
176 |
{ |
177 |
PlayerList[i]->state = STATE_DEAD; |
178 |
PlayerList[i]->DeathTime = ONgGameState->GameTime; |
179 |
if(i == client_slot) |
180 |
{ |
181 |
ONrGameState_Timer_Start( "", TicksToRespawn ); |
182 |
} |
183 |
|
184 |
if(server_started) |
185 |
{ |
186 |
FLsPublic_Event( EV_KILLED, &i ); |
187 |
} |
188 |
|
189 |
} |
190 |
|
191 |
//Server respawning |
192 |
if(server_started) |
193 |
{ |
194 |
int Actions; |
195 |
if(i == 0) |
196 |
{ |
197 |
Actions = ONgGameState->Input.Current.Actions1; |
198 |
} |
199 |
else |
200 |
{ |
201 |
Actions = PlayerList[i]->InputFromClient.Actions1; |
202 |
} |
203 |
|
204 |
if(ONgGameState->GameTime - PlayerList[i]->DeathTime > TicksToRespawn && |
205 |
(Actions & (Action_Punch | Action_Kick)) ) |
206 |
{ |
207 |
FLrPlayerRespawn( i ); |
208 |
|
209 |
FLsPublic_Event( EV_RESPAWN, &i ); |
210 |
} |
211 |
else |
212 |
{ |
213 |
continue; |
214 |
} |
215 |
} |
216 |
else //clients?! |
217 |
{ |
218 |
continue; |
219 |
} |
220 |
} |
221 |
|
222 |
PlayerList[i]->state = STATE_ALIVE; |
223 |
|
224 |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Class ) ) |
225 |
{ |
226 |
if(PlayerList[i]->Class) |
227 |
{ |
228 |
ONrCharacter_SetCharacterClass( PlayerList[i]->Chr, PlayerList[i]->Class ); |
229 |
} |
230 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Class ); |
231 |
} |
232 |
|
233 |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Facing ) ) |
234 |
{ |
235 |
PlayerList[i]->Chr->Facing = PlayerList[i]->Facings.Facing; |
236 |
if(i != client_slot) |
237 |
{ |
238 |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->Facings.DesiredFacing; |
239 |
} |
240 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Facing ); |
241 |
} |
242 |
|
243 |
if(Active_Player == 0) continue; |
244 |
|
245 |
|
246 |
|
247 |
// Active_Player->PlayingFilm.Flags = 1; |
248 |
|
249 |
Active_Input = &(Active_Player->Input); |
250 |
|
251 |
|
252 |
if( (server_started && i !=0) || !server_started ) |
253 |
{ |
254 |
Active_Input->Stop.Actions1 = ~PlayerList[i]->Input.Actions1 & Active_Input->Current.Actions1; |
255 |
Active_Input->Stop.Actions2 = ~PlayerList[i]->Input.Actions2 & Active_Input->Current.Actions2; |
256 |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Input.Actions1; |
257 |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Input.Actions2; |
258 |
|
259 |
Active_Input->Current.Actions1 = PlayerList[i]->Input.Actions1; |
260 |
Active_Input->Current.Actions2 = PlayerList[i]->Input.Actions2; |
261 |
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
262 |
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
263 |
if(client_connected && i == client_slot) |
264 |
{ |
265 |
Active_Input->MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
266 |
Active_Input->MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
267 |
} |
268 |
else |
269 |
{ |
270 |
Active_Input->MouseDeltaX = PlayerList[i]->Input.MouseDeltaX; |
271 |
Active_Input->MouseDeltaY = PlayerList[i]->Input.MouseDeltaY; |
272 |
} |
273 |
} |
274 |
|
275 |
{ |
276 |
void* ConsoleAnimation = 0; |
277 |
TMrInstance_GetDataPtr( 'TRAM', "KONOKOwatch_idle", &ConsoleAnimation); |
278 |
|
279 |
if(!Active_Player->IsInAir && Active_Input->Current.Actions1 & (Action_Console | Action_PauseScreen) |
280 |
&& !(PlayerList[i]->Chr->Flags & ONcCharacterFlag_BeingThrown) |
281 |
&& Active_Player->ThrowTargetCharacter != -1) |
282 |
{ |
283 |
if(ConsoleAnimation && ConsoleAnimation != Active_Player->Animation) |
284 |
{ |
285 |
ONrCharacter_SetAnimationExternal(PlayerList[i]->Chr, Active_Player->AnimationFromState, ConsoleAnimation, 10); |
286 |
Player->Flags |= 0x00200000; |
287 |
Active_Player->ForcedAnimationFrames = -1;// TRrAnimation_GetDuration(ConsoleAnimation); |
288 |
} |
289 |
} |
290 |
else if(Active_Input->Stopped.Actions1 & (Action_Console | Action_PauseScreen) ) |
291 |
{ |
292 |
Active_Player->ForcedAnimationFrames = 0; |
293 |
} |
294 |
|
295 |
} |
296 |
|
297 |
//Check for character switching requests |
298 |
if(server_started && PlayerList[i]->Chr->Health != 0 |
299 |
&& PlayerList[i]->InputFromClient.Actions1 & Action_Block) |
300 |
{ |
301 |
if( PlayerList[i]->ShapeshiftCooldown < ONgGameState->GameTime) |
302 |
{ |
303 |
int error; |
304 |
|
305 |
|
306 |
|
307 |
ONCC *newClass; |
308 |
short numClasses = (short)TMrInstance_GetTagCount('ONCC'); |
309 |
/* |
310 |
if(Active_Player->Input.Start.Actions1 & Action_Block) |
311 |
{ |
312 |
//This might not be getting hit. Find out why, eh? |
313 |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15; |
314 |
} |
315 |
else |
316 |
{ |
317 |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 5; |
318 |
} |
319 |
*/ |
320 |
|
321 |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15; |
322 |
|
323 |
if (PlayerList[i]->InputFromClient.Actions1 & Action_Crouch) { |
324 |
Player->ONCCnumber += numClasses - 1; |
325 |
} |
326 |
else { |
327 |
Player->ONCCnumber += 1; |
328 |
} |
329 |
|
330 |
if (numClasses > 0) { |
331 |
Player->ONCCnumber = Player->ONCCnumber % numClasses; |
332 |
|
333 |
error = TMrInstance_GetDataPtr_ByNumber('ONCC', Player->ONCCnumber, &newClass); |
334 |
|
335 |
if ((newClass != NULL) && (!error)) { |
336 |
ONrCharacter_SetCharacterClass(Player, newClass); |
337 |
} |
338 |
} |
339 |
|
340 |
} |
341 |
} |
342 |
else |
343 |
{ |
344 |
PlayerList[i]->ShapeshiftCooldown = 0; |
345 |
} |
346 |
if(client_connected) { |
347 |
|
348 |
if( DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Position) ) |
349 |
{ |
350 |
//Active_Player->PhyContext->Position = PlayerList[i]->Position; |
351 |
|
352 |
Active_Player->PhyContext->Position.X = |
353 |
(PlayerList[i]->Position.X + Active_Player->PhyContext->Position.X) / 2; |
354 |
|
355 |
Active_Player->PhyContext->Position.Y = |
356 |
(PlayerList[i]->Position.Y + Active_Player->PhyContext->Position.Y) / 2; |
357 |
|
358 |
Active_Player->PhyContext->Position.Z = |
359 |
(PlayerList[i]->Position.Z + Active_Player->PhyContext->Position.Z) / 2; |
360 |
|
361 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Position ); |
362 |
} |
363 |
|
364 |
|
365 |
|
366 |
|
367 |
if (!(Player->Flags & ONcCharacterFlag_BeingThrown) && |
368 |
DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) && (PlayerList[i]->Animation)) |
369 |
{ |
370 |
// get a pointer to the animation |
371 |
|
372 |
|
373 |
if (PlayerList[i]->Animation != Active_Player->Animation) |
374 |
{ |
375 |
|
376 |
/////////////////////////////////// |
377 |
//TODO: Check age of animation |
378 |
/////////////////////////////////// |
379 |
// set the characters animation |
380 |
/*ONrCharacter_SetAnimationInternal(Player, |
381 |
Active_Player, |
382 |
Active_Player->AnimationToState, |
383 |
0, |
384 |
PlayerList[i]->Animation);*/ |
385 |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
386 |
ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(PlayerList[i]->Animation), PlayerList[i]->Animation, 1); |
387 |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
388 |
} |
389 |
|
390 |
|
391 |
} |
392 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Animation ); |
393 |
|
394 |
//Disabled Frame syncing for now. In most cases it won't be useful. |
395 |
if(0 && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_FramePing) && PlayerList[i]->Frame != -1 |
396 |
//&& !DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) |
397 |
) |
398 |
{ |
399 |
if( abs(PlayerList[i]->Frame - Active_Player->Frame) > 2 ) |
400 |
{ |
401 |
short AnimationLength; |
402 |
AnimationLength = TRrAnimation_GetDuration(Active_Player->Animation); |
403 |
if (PlayerList[i]->Frame >= AnimationLength) |
404 |
{ |
405 |
Active_Player->Frame = AnimationLength - 1; |
406 |
//Active_Player->Frame = 0; |
407 |
} |
408 |
else |
409 |
{ |
410 |
Active_Player->Frame = PlayerList[i]->Frame; |
411 |
} |
412 |
} |
413 |
|
414 |
} |
415 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_FramePing ); |
416 |
|
417 |
//Increment frame in case we were waiting |
418 |
PlayerList[i]->Frame++; |
419 |
|
420 |
if (DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Throws) |
421 |
&& PlayerList[i]->ThrowData.throwName[0] != 0) |
422 |
{ |
423 |
if(PlayerList[PlayerList[i]->ThrowData.throwing]) |
424 |
{ |
425 |
short throwTarget = PlayerList[PlayerList[i]->ThrowData.throwing]->spawnnumber; |
426 |
/*if ((throwTarget != Active_Player->throwing) && |
427 |
(PlayerList[i]->ThrowData.throwFrame < 10))*/ |
428 |
{ |
429 |
void *throw_animation; |
430 |
ActiveCharacter* Target; |
431 |
// get the animation |
432 |
|
433 |
TMrInstance_GetDataPtr( |
434 |
'TRAM', |
435 |
PlayerList[i]->ThrowData.throwName, |
436 |
&throw_animation); |
437 |
//if (error) return; |
438 |
|
439 |
// set the throw target |
440 |
Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget]; |
441 |
Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter); |
442 |
//if (/*(Target->Animation != throw_animation) &&*/ |
443 |
// (OldAnimation != Animation) && |
444 |
// !(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown)) |
445 |
// Target->thrownBy == - |
446 |
{ |
447 |
// set the throw variables |
448 |
Active_Player->targetThrow = throw_animation; |
449 |
Active_Player->throwing = throwTarget; |
450 |
|
451 |
// run the throw |
452 |
ONrCharacter_NewAnimationHook(Player, Active_Player); |
453 |
|
454 |
//if (Active_Player->ThrowTargetCharacter) |
455 |
{ |
456 |
// Target->Frame += 2; |
457 |
//DDrConsole_PrintF("Thrown by player %hi", Player->Number ); |
458 |
//DDrStartupMessage("Thrown by player %hi", Player->Number ); |
459 |
Target->thrownBy = Player->Number & 0x00ff; |
460 |
} |
461 |
} |
462 |
} |
463 |
} |
464 |
else |
465 |
{ |
466 |
DDrConsole_PrintF("Warning, tried to throw nonexistant player %hi", |
467 |
PlayerList[i]->ThrowData.throwing ); |
468 |
} |
469 |
} |
470 |
|
471 |
//Always discard old throw data, even if it isnt applied |
472 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Throws ); |
473 |
} |
474 |
|
475 |
|
476 |
} |
477 |
|
478 |
if(server_started) |
479 |
{ |
480 |
if(ONgGameState->GameTime % 120 == 0) |
481 |
{ |
482 |
FLsPingAll(); |
483 |
} |
484 |
|
485 |
if(PlayerList[0]) |
486 |
{ |
487 |
PlayerList[0]->InputFromClient.Actions1 = ONgGameState->Input.Current.Actions1; |
488 |
PlayerList[0]->InputFromClient.Actions2 = ONgGameState->Input.Current.Actions2; |
489 |
PlayerList[0]->InputFromClient.MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
490 |
PlayerList[0]->InputFromClient.MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
491 |
} |
492 |
FLsSendPlayerData(); |
493 |
} |
494 |
MultiplayerStatus.PleaseUpdateAllPlayers = 0; |
495 |
return ONgGameState; |
496 |
} |
497 |
|
498 |
void FLrPlayerDisconnect( int Player ) |
499 |
{ |
500 |
if(server_started) |
501 |
{ |
502 |
//FLsPublic_Event(EV_DISCONNECT, &Player ); |
503 |
MultiplayerStatus.PleaseUpdateAllPlayers = 1; |
504 |
} |
505 |
//Kill off the character in another function, please |
506 |
//ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, 0); |
507 |
|
508 |
memset(PlayerList[Player], 0, sizeof(player_info)); |
509 |
PlayerList[Player] = 0; |
510 |
|
511 |
|
512 |
|
513 |
return; |
514 |
} |
515 |
|
516 |
void FLrPlayerRespawn( int Player ) |
517 |
{ |
518 |
PlayerList[Player]->state = STATE_ALIVE; |
519 |
ONrCorpse_Create(PlayerList[Player]->Chr); |
520 |
ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, PlayerList[Player]->Chr->MaxHealth ); |
521 |
} |
522 |
|
523 |
|
524 |
void* ScoreboardInstance = 0; |
525 |
void FLrRun_Scores() |
526 |
{ |
527 |
if(client_connected || server_started) |
528 |
{ |
529 |
if(!ScoreboardInstance){ |
530 |
void* TSFFTahoma; |
531 |
TMrInstance_GetDataPtr( 'TSFF', "Tahoma", &TSFFTahoma); |
532 |
TSrContext_New( TSFFTahoma, 7, 1, 1, 0, &ScoreboardInstance); |
533 |
} |
534 |
if(ScoreboardInstance){ |
535 |
const int white = 0x00FFFFFF; |
536 |
const int green = 0x0000FF00; |
537 |
const int red = 0x00FF0000; |
538 |
const int blue = 0x000000FF; |
539 |
int i; |
540 |
char DrawString[255]; |
541 |
const int LineHeight = 15; |
542 |
IMtPoint2D DrawLocation = {25, 20}; |
543 |
TSrContext_SetShade(ScoreboardInstance, white); |
544 |
TSrContext_DrawText(ScoreboardInstance, "Oni Flatline build " __DATE__ " " __TIME__, 255, 0, &DrawLocation); |
545 |
TSrContext_SetShade(ScoreboardInstance, white); |
546 |
DrawLocation.y += LineHeight; |
547 |
DrawLocation.x = 25; |
548 |
TSrContext_DrawText(ScoreboardInstance, "Name", 255, 0, &DrawLocation); |
549 |
DrawLocation.x += 150; |
550 |
TSrContext_DrawText(ScoreboardInstance, "Score", 255, 0, &DrawLocation); |
551 |
DrawLocation.x += 50; |
552 |
TSrContext_DrawText(ScoreboardInstance, "Ping", 255, 0, &DrawLocation); |
553 |
for(i = 0; i <MAX_PLAYERS; i++) |
554 |
{ |
555 |
if(PlayerList[i] == 0 || PlayerList[i]->Chr == 0) continue; |
556 |
|
557 |
DrawLocation.x = 10; |
558 |
DrawLocation.y += LineHeight; |
559 |
|
560 |
sprintf(DrawString, "%i.", i ); |
561 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
562 |
DrawLocation.x += 15; |
563 |
|
564 |
if(PlayerList[i]->Chr && PlayerList[i]->Chr->Health == 0) |
565 |
{ |
566 |
TSrContext_SetShade(ScoreboardInstance, red); |
567 |
} |
568 |
else if (i == client_slot) |
569 |
{ |
570 |
TSrContext_SetShade(ScoreboardInstance, green); |
571 |
} |
572 |
TSrContext_DrawText(ScoreboardInstance, PlayerList[i]->name, 255, 0, &DrawLocation); |
573 |
TSrContext_SetShade(ScoreboardInstance, white); |
574 |
DrawLocation.x += 150; |
575 |
sprintf(DrawString, "%i", PlayerList[i]->Chr->Damage); |
576 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
577 |
DrawLocation.x += 50; |
578 |
sprintf(DrawString, "%i", PlayerList[i]->Ping); |
579 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
580 |
} |
581 |
} |
582 |
} |
583 |
} |
584 |
|
585 |
bool FlatlineInitialize() |
586 |
{ |
587 |
memset( Players, 0, sizeof( player_info ) * MAX_PLAYERS ); |
588 |
memset( PlayerList, 0, 4 * MAX_PLAYERS ); |
589 |
memset( &MultiplayerStatus, 0, sizeof( multiplayer_status )); |
590 |
COrCommand_Execute("chr_draw_all_characters = 1;"); |
591 |
AI2rSmite(NULL, UUcFalse); |
592 |
return 1; |
593 |
} |