+++ /dev/null
-#ifndef PLAYER_REMOTE_H
-#define PLAYER_REMOTE_H
-
-#include "player.h"
-#include "network.h"
-#include "network_common.h"
-
-struct {
- struct network_player {
- int active;
- u16 board_view_slot, playermodel_view_slot;
- enum player_subsystem subsystem;
-
- char username[32];
- u32 down_bytes;
- f32 down_kbs;
- }
- list[ NETWORK_MAX_PLAYERS ];
-
- struct interp_buffer {
- /* collect the most recent 6 frames of animation data */
- struct interp_frame {
- int active;
- f64 timestamp;
- enum player_subsystem subsystem;
-
- union interp_animdata {
- struct player_skate_animator _skate;
- struct player_walk_animator _walk;
- struct player_dead_animator _dead;
- }
- data;
- }
- frames[6];
-
- f64 t;
- }
- interp_data[ NETWORK_MAX_PLAYERS ];
-
- m4x3f *final_mtx;
- struct player_board_pose board_poses[ NETWORK_MAX_PLAYERS ];
-
- u32 up_bytes;
- f32 up_kbs, down_kbs;
- f64 last_data_measurement;
-}
-static netplayers;
-
-static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg );
-static void remote_player_debug_update(void);
-static void remote_player_send_playerframe(void);
-static void animate_remote_player( u32 index );
-
-#endif /* PLAYER_REMOTE_H */