Tell everyone I'm timingout my timeout weapon
| 3494 | |
| 3495 | // Tell everyone I'm timingout my timeout weapon |
| 3496 | void 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 |
| 3517 | void MultiSendConnectBail() { |
no test coverage detected