Tell my clients about damage done to a player Server only
| 2864 | // Tell my clients about damage done to a player |
| 2865 | // Server only |
| 2866 | void 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! |
| 2884 | void MultiDoDamagePlayer(uint8_t *data) { |
no test coverage detected