/* 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 */ /* * netusers.c * functions regarding specific players */ #include "lib/framework/frame.h" #include "netplay.h" // call to disable/enable ALL comms. Absolute arse of a thing, be very careful! BOOL NETuseNetwork(BOOL val) { NetPlay.bComms = val; return TRUE; } // //////////////////////////////////////////////////////////////////////// // Functions for spectators. BOOL NETspectate(void) // FIXME Remove if unused { return FALSE; } // //////////////////////////////////////////////////////////////////////// BOOL NETisSpectator(UDWORD dpid) // FIXME Remove if unused { UBYTE i; // was "dpid = NetPlay.dpidPlayer == dpid", but that didn't make sense. if((dpid = NetPlay.dpidPlayer) == dpid) // checking ourselves { return NetPlay.bSpectator; } // could enumerate the spectators and check if he's there! // bugger it, just check that dpid isn't a player instead! for(i=0; i