* remove lib/netplay/netaudio_stub.c (only had empty functions)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1625 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
1689bd9dc9
commit
a2d13bc53c
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@ -1,7 +1,7 @@
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noinst_LIBRARIES = libnetplay.a
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noinst_HEADERS = netlog.h netplay.h
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libnetplay_a_SOURCES = netaudio_stub.c netcrypt.c netjoin_stub.c netplay.c \
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libnetplay_a_SOURCES = netcrypt.c netjoin_stub.c netplay.c \
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netlog.c netusers_stub.c
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libnetplay_a_LIBADD = $(top_builddir)/lib/framework/libframework.a
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@ -1,8 +1,7 @@
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MAKERULES=../../makerules
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include $(MAKERULES)/configure.mk
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SRC=netaudio_stub.c \
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netcrypt.c \
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SRC=netcrypt.c \
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netjoin_stub.c \
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netlog.c \
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netplay.c \
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@ -1,44 +0,0 @@
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/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*
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* NetAudio.c
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*
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* Internet audio. Team communication using microphone etc.. Currently
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* just an unimplemented skeleton.
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*/
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#include "lib/framework/frame.h"
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#include "netplay.h"
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// ////////////////////////////////////////////////////////////////////////
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BOOL NETinitPlaybackBuffer(void *pSoundBuffer)
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{
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debug(LOG_SOUND, "NETinitPlaybackBuffer");
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return FALSE;
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}
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// ////////////////////////////////////////////////////////////////////////
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// handle the playback buffer.
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BOOL NETqueueIncomingAudio(void *pSoundData, SDWORD soundBytes, BOOL bStream)
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{
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debug(LOG_SOUND, "NETqueueIncomingAudio");
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return FALSE;
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}
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@ -160,10 +160,6 @@ extern WZ_DECL_DEPRECATED BOOL NETisSpectator(UDWORD dpid); // check for spectat
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#include "netlog.h"
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// from net audio.
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extern WZ_DECL_DEPRECATED BOOL NETinitPlaybackBuffer(void *pSoundBuffer); // playback
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extern WZ_DECL_DEPRECATED BOOL NETqueueIncomingAudio(void *pSoundData, SDWORD soundBytes,BOOL bStream);
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// encryption
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extern BOOL NETsetKey(UDWORD c1,UDWORD c2,UDWORD c3, UDWORD c4);
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extern NETMSG* NETmanglePacket(NETMSG *msg);
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@ -522,16 +522,10 @@ BOOL lobbyInitialise(void)
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BOOL multiInitialise(void)
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{
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// NET AUDIO CAPTURE
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#ifdef WIN32 //Disabled for now. (returns FALSE always anyway) --Qamly
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// NETinitPlaybackBuffer(audio_GetDirectSoundObj()); // pass in a dsound pointer to use.
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#endif
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return TRUE; // use the menus dumbass.
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// Perform multiplayer initialization here, on success return TRUE
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return TRUE;
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}
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// ////////////////////////////////////////////////////////////////////////////
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// say goodbye to everyone else
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BOOL sendLeavingMsg(void)
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