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hub / github.com/DescentDevelopers/Descent3 / MultiSendReleaseTimeoutMissile

Function MultiSendReleaseTimeoutMissile

Descent3/multi.cpp:3496–3514  ·  view source on GitHub ↗

Tell everyone I'm timingout my timeout weapon

Source from the content-addressed store, hash-verified

3494
3495// Tell everyone I'm timingout my timeout weapon
3496void MultiSendReleaseTimeoutMissile() {
3497 uint8_t data[MAX_GAME_DATA_SIZE];
3498 int count = 0;
3499 int size_offset;
3500
3501 ASSERT(Players[Player_num].user_timeout_obj != NULL);
3502
3503 mprintf(0, "Sending timeout weapon packet!\n");
3504
3505 size_offset = START_DATA(MP_TIMEOUT_WEAPON, data, &count);
3506 MultiAddByte(Player_num, data, &count);
3507
3508 END_DATA(count, data, size_offset);
3509
3510 if (Netgame.local_role == LR_SERVER)
3511 MultiSendReliablyToAllExcept(Player_num, data, count, NETSEQ_REQUEST_BUILDINGS);
3512 else
3513 nw_SendReliable(NetPlayers[Player_num].reliable_socket, data, count);
3514}
3515
3516// Tells all the clients who are trying to join to piss off until the next level
3517void MultiSendConnectBail() {

Callers 1

FireWeaponFromPlayerFunction · 0.85

Calls 5

START_DATAFunction · 0.85
MultiAddByteFunction · 0.85
END_DATAFunction · 0.85
nw_SendReliableFunction · 0.85

Tested by

no test coverage detected