Removed some whitespaces.
This commit is contained in:
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7f6984aa4e
commit
dea723ee60
5 changed files with 35 additions and 38 deletions
src
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@ -9,11 +9,10 @@
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// FreeCraft - A free fantasy real time strategy game engine
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//
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/**@name depend.h - The units/upgrade dependencies headerfile. */
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/*
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** (c) Copyright 2000 by Vladi Belperchinov-Shabanski
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**
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** $Id$
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*/
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//
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// (c) Copyright 2000,2001 by Vladi Belperchinov-Shabanski
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//
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// $Id$
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#ifndef __DEPEND_H__
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#define __DEPEND_H__
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@ -47,7 +46,7 @@ struct _depend_rule_ {
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union {
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UnitType* UnitType; /// unit type pointer
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int Upgrade; /// upgrade number
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} Kind; /// required object
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} Kind; /// required object
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DependRule* Rule; /// next and/or rule
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};
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@ -9,11 +9,10 @@
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// FreeCraft - A free fantasy real time strategy game engine
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//
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/**@name missile.h - The missile headerfile. */
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/*
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** (c) Copyright 1998-2000 by Lutz Sammer
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**
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** $Id$
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*/
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//
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// (c) Copyright 1998-2001 by Lutz Sammer
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//
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// $Id$
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#ifndef __MISSILE_H__
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#define __MISSILE_H__
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@ -58,7 +57,7 @@ struct _missile_type_ {
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// SoundConfig FiredSound; /// fired sound (FIXME: must write this)
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SoundConfig ImpactSound; /// impact sound for this missile type
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int Class; /// missile class
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int Class; /// missile class
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int Speed; /// missile speed
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char* ImpactName; /// Impact missile type name
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@ -92,16 +91,16 @@ typedef struct _missile_ {
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int Wait; /// delay
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Unit* SourceUnit; /// unit that fires (could be killed)
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Unit* TargetUnit; /// target unit, used for spells
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Unit* TargetUnit; /// target unit, used for spells
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int Damage; /// direct damage that missile applies
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int Damage; /// direct damage that missile applies
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int D; /// for point to point missiles
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int Dx; /// delta x
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int Dy; /// delta y
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int Xstep; /// X step
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int Ystep; /// Y step
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int TTL; /// time to live (ticks) used for spells
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int (*Controller)( void* this_missile ); /// used to controll spells
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} Missile;
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@ -119,7 +118,7 @@ extern MissileType* MissileTypeGreenCross; /// Green cross missile type
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-- Functions
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----------------------------------------------------------------------------*/
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/// load the graphics for the missiles
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/// load the graphics for the missiles
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extern void LoadMissileSprites(void);
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/// Get missile type by ident.
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extern MissileType* MissileTypeByIdent(const char*);
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@ -9,11 +9,10 @@
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// FreeCraft - A free fantasy real time strategy game engine
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//
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/**@name ccl_sound.h - The Ccl sound header file. */
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/*
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** (c) Copyright 1999,2000 by Lutz Sammer and Fabrice Rossi
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**
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** $Id$
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*/
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//
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// (c) Copyright 1999-2001 by Lutz Sammer and Fabrice Rossi
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//
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// $Id$
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#ifndef __CCL_SOUND_H__
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#define __CCL_SOUND_H__
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@ -38,7 +37,7 @@ extern SoundId ccl_sound_id(SCM sound); /// scheme -> sound id
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extern void SoundCclRegister(void); /// register ccl features
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#endif // } !defined(USE_CCL) && defined(WITH_SOUND)
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#endif // } !defined(USE_CCL) && defined(WITH_SOUND)
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#if defined(USE_CCL2) && defined(WITH_SOUND) // {
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@ -55,7 +54,7 @@ extern SoundId ccl_sound_id(SCM sound); /// scheme -> sound id
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extern void SoundCclRegister(void); /// register ccl features
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#endif // { defined(USE_CCL2) && defined(WITH_SOUND)
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#endif // { defined(USE_CCL2) && defined(WITH_SOUND)
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//-----------------------------------------------------------------------------
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@ -633,7 +633,7 @@ global void ParseCommand(unsigned short Type,UnitRef Unum,unsigned short x,unsig
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}
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CommandMineGold(unit,dest,status);
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break;
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case MessageCommandHaul:
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case MessageCommandHaul:
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dest=NoUnitP;
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if( Dest!=(unsigned short)0xFFFF ) {
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dest=UnitSlots[Dest];
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@ -641,20 +641,20 @@ global void ParseCommand(unsigned short Type,UnitRef Unum,unsigned short x,unsig
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}
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CommandHaulOil(unit,dest,status);
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break;
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case MessageCommandReturn:
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case MessageCommandReturn:
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CommandReturnGoods(unit,status);
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break;
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case MessageCommandTrain:
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case MessageCommandTrain:
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CommandTrainUnit(unit,UnitTypes+Dest,status);
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break;
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case MessageCommandCancelTrain:
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// FIXME: cancel slot?
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CommandCancelTraining(unit,0);
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break;
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case MessageCommandUpgrade:
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case MessageCommandUpgrade:
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CommandUpgradeTo(unit,UnitTypes+Dest,status);
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break;
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case MessageCommandResearch:
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case MessageCommandResearch:
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CommandResearch(unit,Upgrades+x,status);
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break;
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case MessageCommandDemolish:
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@ -79,7 +79,7 @@ typedef struct _network_command_ {
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UnitRef Unit; /// Command for unit.
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unsigned short X; /// Map position X.
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unsigned short Y; /// Map position Y.
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UnitRef Dest; /// Destination unit.
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UnitRef Dest; /// Destination unit.
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} NetworkCommand;
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/**
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@ -397,7 +397,7 @@ local void NetworkClientSetup(void)
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// Wait on answer (timeout 1s)
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if( NetSocketReady(NetworkFildes,1000) ) {
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if( !NetRecvUDP(NetworkFildes,&message,sizeof(message)) ) {
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exit(-1);
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}
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@ -423,7 +423,7 @@ local void NetworkClientSetup(void)
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DebugLevel0Fn(" waiting for clients\n");
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NetRecvUDP(NetworkFildes,&message,sizeof(message));
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if( NetLastHost!=host || NetLastPort!=port
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if( NetLastHost!=host || NetLastPort!=port
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|| message.Type!=MessageInitConfig ) {
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DebugLevel0Fn(" received wrong packet\n");
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continue;
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@ -545,7 +545,7 @@ global void ExitNetwork1(void)
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NetCloseUDP(NetworkFildes);
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NetExit(); // machine dependend setup
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NetworkFildes=-1;
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NetworkInSync=1;
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}
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@ -690,7 +690,7 @@ global void NetworkEvent(void)
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// Both directions are same fast/slow
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ncq=(NetworkCommandQueue*)(CommandsOut->last);
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while( ncq->List->prev ) {
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DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
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DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
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if( ncq->Time==n ) {
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NetworkSendPacket(ncq);
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break;
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@ -704,7 +704,7 @@ global void NetworkEvent(void)
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#else
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ncq=(NetworkCommandQueue*)(CommandsOut->first);
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while( ncq->List->next ) {
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DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
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DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
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if( ncq->Time==n ) {
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NetworkSendPacket(ncq);
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break;
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@ -891,7 +891,7 @@ local void NetworkResendCommands(void)
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//
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packet.Commands[0].Type=MessageResend;
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packet.Commands[0].Frame=
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(FrameCounter/NetworkUpdates)*NetworkUpdates+NetworkUpdates;
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(FrameCounter/NetworkUpdates)*NetworkUpdates+NetworkUpdates;
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ncq=(NetworkCommandQueue*)(CommandsOut->last);
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@ -961,7 +961,7 @@ local void NetworkExecCommands(void)
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ncq=(NetworkCommandQueue*)(CommandsOut->last);
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// FIXME: how many packets must be kept exactly?
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//if( ncq->Time+NetworkLag+NetworkUpdates>=FrameCounter )
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// THIS is too much if( ncq->Time>=FrameCounter )
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// THIS is too much if( ncq->Time>=FrameCounter )
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if( ncq->Time+NetworkLag>=FrameCounter ) {
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break;
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}
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@ -1019,7 +1019,7 @@ local void NetworkSyncCommands(void)
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for( i=0; i<HostsCount; ++i ) {
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DebugLevel3Fn(" sync %d\n",NetPlyNr[i]);
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ncq=&NetworkIn[n&0xFF][NetPlyNr[i]];
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DebugLevel3Fn(" sync %d==%d\n",ncq->Time,n);
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DebugLevel3Fn(" sync %d==%d\n",ncq->Time,n);
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if( ncq->Time!=n ) {
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NetworkInSync=0;
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NetworkDelay=NetworkUpdates;
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