+++ /dev/null
-#ifndef PLAYER_REMOTE_H
-#define PLAYER_REMOTE_H
-
-#include "player.h"
-#include "network.h"
-#include "network_common.h"
-
-#define NETWORK_SFX_QUEUE_LENGTH 12
-
-struct {
- struct network_player {
- int active, isfriend, isblocked;
- u64 steamid;
- u16 board_view_slot, playermodel_view_slot;
- enum player_subsystem subsystem;
-
- /* this is set IF they exist in a world that we have loaded */
- world_instance *active_world;
- int world_match[ k_world_max ];
- u32 location_pstr; /* TODO: valid if active_world set. */
-
- /* TODO: Compression with server code */
- char username[ NETWORK_USERNAME_MAX ];
- char items[k_netmsg_playeritem_max][ADDON_UID_MAX];
- char chat[ NETWORK_MAX_CHAT ];
- f64 chat_time;
-
- /* ui */
- u32 medals[3];
- f32 opacity;
-
- 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;
-
- u8 instance_id;
- u16 boundary_hash;
-
- union interp_animdata {
- /* these aren't accessed directly, just used to take the
- * max(sizeof) all systems */
- struct player_skate_animator __skate;
- struct player_walk_animator __walk;
- struct player_dead_animator __dead;
- struct player_basic_info_animator __basic;
- }
- data;
- }
- frames[ NETWORK_BUFFERFRAMES ];
-
- f64 t;
- }
- interp_data[ NETWORK_MAX_PLAYERS ];
-
- struct net_sfx sfx_queue[ NETWORK_SFX_QUEUE_LENGTH ];
-
- m4x3f *final_mtx;
- struct player_board_pose board_poses[ NETWORK_MAX_PLAYERS ];
-
- u32 up_bytes;
- f32 up_kbs, down_kbs;
- f64 last_data_measurement;
-
- int chatting;
- char chat_buffer[ NETWORK_MAX_CHAT ], chat_message[ NETWORK_MAX_CHAT ];
- f64 chat_time;
-}
-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 );
-static void render_remote_players( world_instance *world, camera *cam );
-static void relink_all_remote_player_worlds(void);
-static void player_remote_update_friendflags( struct network_player *remote );
-
-#endif /* PLAYER_REMOTE_H */