Synchronized Communication Packet Handling.
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T_void | ClientSyncEnsureSend (T_void) |
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T_void | ClientSyncFinish (T_void) |
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T_gameGroupID | ClientSyncGetGameGroupID (T_void) |
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T_objMoveStruct * | ClientSyncGetLastGoodMove (T_void) |
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T_byte8 | ClientSyncGetNumberPlayers (T_void) |
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T_void | ClientSyncInit (T_void) |
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T_void | ClientSyncInitPlayersHere (T_void) |
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T_void | ClientSyncPacketEvaluate (T_syncronizePacket *p_sync) |
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T_void | ClientSyncPacketProcess (T_syncronizePacket *p_sync) |
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T_void | ClientSyncReceiveRetransmitPacket (T_packetEitherShortOrLong *p_packet) |
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T_void | ClientSyncReset (T_void) |
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T_void | ClientSyncSendActionAbortLevel (T_void) |
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T_void | ClientSyncSendActionActivateForward (T_void) |
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T_void | ClientSyncSendActionAreaSound (T_word16 sound, T_word16 radius, E_Boolean isVoicing) |
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T_void | ClientSyncSendActionChangeSelf (T_bodyPartLocation location, T_word16 newPart) |
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T_void | ClientSyncSendActionDropAt (T_word16 objectType, T_sword16 x, T_sword16 y, T_word16 accData) |
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T_void | ClientSyncSendActionLeaveLevel (T_word16 newLevel) |
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T_void | ClientSyncSendActionMeleeAttack (T_word16 damageAmount, E_effectDamageType damageType, T_word16 targetId) |
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T_void | ClientSyncSendActionMissileAttack (T_word16 missileType, T_word16 target) |
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T_void | ClientSyncSendActionPauseGameToggle (T_void) |
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T_void | ClientSyncSendActionPickLock (T_word16 doorSector, T_word16 pickerID) |
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T_void | ClientSyncSendActionPickUpItem (T_word16 itemID, E_Boolean autoStore) |
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T_void | ClientSyncSendActionSteal (T_word16 objectID, T_word16 stealerID, E_Boolean notifyOwner) |
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T_void | ClientSyncSendActionStolen (T_word16 objectType, T_word16 stealerID) |
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T_void | ClientSyncSendActionThrowItem (T_word16 itemType, T_word16 angle, T_word16 throwSpeed, T_word16 objectAccData) |
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T_void | ClientSyncSendGotoPlace (T_word16 newPlace) |
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T_void | ClientSyncSendIdSelf (T_byte8 *p_name) |
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T_void | ClientSyncSetGameGroupID (T_gameGroupID groupID) |
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T_void | ClientSyncSetNumberPlayers (T_byte8 numPlayers) |
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T_void | ClientSyncUpdate (T_void) |
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Synchronized Communication Packet Handling.
When A&A was converted to the new communications system, this layer of code was added underneath the current client/server system to allow synchronized communications.
- See Also
- http://www.amuletsandarmor.com/AALicense.txt
#define MAX_HISTORY_PACKETS 100 |
#define MAX_OBJECT_ID_HISTORY 64 |
#define MAX_SYNC_PLAYERS 8 |
ClientSyncPacketProcess processes a full sync packet that was received from the server. This may or may not be refering to the player.
- Parameters
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p_sync | – Syncronize packet to process |