* 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-861f7616d084
master
Giel van Schijndel 2007-05-13 11:33:44 +00:00
parent 1689bd9dc9
commit a2d13bc53c
5 changed files with 4 additions and 59 deletions

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@ -1,7 +1,7 @@
noinst_LIBRARIES = libnetplay.a
noinst_HEADERS = netlog.h netplay.h
libnetplay_a_SOURCES = netaudio_stub.c netcrypt.c netjoin_stub.c netplay.c \
libnetplay_a_SOURCES = netcrypt.c netjoin_stub.c netplay.c \
netlog.c netusers_stub.c
libnetplay_a_LIBADD = $(top_builddir)/lib/framework/libframework.a

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@ -1,8 +1,7 @@
MAKERULES=../../makerules
include $(MAKERULES)/configure.mk
SRC=netaudio_stub.c \
netcrypt.c \
SRC=netcrypt.c \
netjoin_stub.c \
netlog.c \
netplay.c \

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@ -1,44 +0,0 @@
/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* NetAudio.c
*
* Internet audio. Team communication using microphone etc.. Currently
* just an unimplemented skeleton.
*/
#include "lib/framework/frame.h"
#include "netplay.h"
// ////////////////////////////////////////////////////////////////////////
BOOL NETinitPlaybackBuffer(void *pSoundBuffer)
{
debug(LOG_SOUND, "NETinitPlaybackBuffer");
return FALSE;
}
// ////////////////////////////////////////////////////////////////////////
// handle the playback buffer.
BOOL NETqueueIncomingAudio(void *pSoundData, SDWORD soundBytes, BOOL bStream)
{
debug(LOG_SOUND, "NETqueueIncomingAudio");
return FALSE;
}

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@ -160,10 +160,6 @@ extern WZ_DECL_DEPRECATED BOOL NETisSpectator(UDWORD dpid); // check for spectat
#include "netlog.h"
// from net audio.
extern WZ_DECL_DEPRECATED BOOL NETinitPlaybackBuffer(void *pSoundBuffer); // playback
extern WZ_DECL_DEPRECATED BOOL NETqueueIncomingAudio(void *pSoundData, SDWORD soundBytes,BOOL bStream);
// encryption
extern BOOL NETsetKey(UDWORD c1,UDWORD c2,UDWORD c3, UDWORD c4);
extern NETMSG* NETmanglePacket(NETMSG *msg);

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@ -522,16 +522,10 @@ BOOL lobbyInitialise(void)
BOOL multiInitialise(void)
{
// NET AUDIO CAPTURE
#ifdef WIN32 //Disabled for now. (returns FALSE always anyway) --Qamly
// NETinitPlaybackBuffer(audio_GetDirectSoundObj()); // pass in a dsound pointer to use.
#endif
return TRUE; // use the menus dumbass.
// Perform multiplayer initialization here, on success return TRUE
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// say goodbye to everyone else
BOOL sendLeavingMsg(void)