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hub / github.com/DescentDevelopers/Descent3 / MultiSendDamagePlayer

Function MultiSendDamagePlayer

Descent3/multi.cpp:2866–2881  ·  view source on GitHub ↗

Tell my clients about damage done to a player Server only

Source from the content-addressed store, hash-verified

2864// Tell my clients about damage done to a player
2865// Server only
2866void MultiSendDamagePlayer(int slot, int weapon_id, int type, float amount) {
2867 int count = 0;
2868 uint8_t data[MAX_GAME_DATA_SIZE];
2869 int size_offset;
2870
2871 MULTI_ASSERT(Netgame.local_role == LR_SERVER, NULL);
2872
2873 size_offset = START_DATA(MP_DAMAGE_PLAYER, data, &count, 1);
2874 MultiAddByte(slot, data, &count);
2875 MultiAddByte(weapon_id, data, &count);
2876 MultiAddByte(type, data, &count);
2877 MultiAddFloat(amount, data, &count);
2878 END_DATA(count, data, size_offset);
2879
2880 MultiSendReliablyToAllExcept(Player_num, data, count, NETSEQ_PLAYING, true);
2881}
2882
2883// The server says to damage a player, so do it!
2884void MultiDoDamagePlayer(uint8_t *data) {

Callers 1

ApplyDamageToPlayerFunction · 0.85

Calls 5

START_DATAFunction · 0.85
MultiAddByteFunction · 0.85
MultiAddFloatFunction · 0.85
END_DATAFunction · 0.85

Tested by

no test coverage detected