Changeset 11858 for code/branches/Masterserver_FS18
- Timestamp:
- Apr 12, 2018, 4:10:00 PM (7 years ago)
- Location:
- code/branches/Masterserver_FS18
- Files:
-
- 1 added
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/Masterserver_FS18/data/levels/testMultiplayerLevel.oxw
r11856 r11858 1 1 <LevelInfo 2 name = " Test Multiplayer level"3 description = "A level to test the multiplayer ."2 name = "00 Test Multiplayer level" 3 description = "A level to test the multiplayer" 4 4 tags = "test" 5 5 screenshot = "emptylevel.png" … … 12 12 include("templates/spaceshipEscort.oxt") 13 13 include("templates/spaceshipPirate.oxt") 14 include("templates/spaceshipH2.oxt")15 14 include("templates/spaceshipAssff.oxt") 16 15 ?> … … 31 30 <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/> 32 31 33 <! Standard Spawnpoints, seems to be necessary in order to start the server, eventhough TeamSpawnPoints should replace these > 34 <SpawnPoint team=0 position="-200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshippirate /> 35 <SpawnPoint team=1 position="-400,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff /> 36 37 <! TeamSpawnPoints, probably only works for gametype teamDeathMatch > 38 <TeamSpawnPoint team=0 position="0, 0,0" direction="1,0,0" spawnclass=SpaceShip pawndesign=spaceshipescort /> 39 <TeamSpawnPoint team=1 position="2000, 0,0" direction="-1,0,0" spawnclass=SpaceShip pawndesign=spaceshippirate /> 40 32 <SpawnPoint team=0 position="-200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipescort /> 41 33 42 34 </Scene> -
code/branches/Masterserver_FS18/src/libraries/network/packet/Gamestate.cc
r11083 r11858 102 102 } 103 103 104 104 //AV: This takes all synchronisables and packs it in a GameState, to be sent over the network 105 105 bool Gamestate::collectData(int id, uint8_t mode) 106 106 { … … 173 173 } 174 174 175 175 //AV: This takes the Gamestate received from the network and "unpacks" it back to a list of Objects/Synchronisables, thus updating the data 176 176 bool Gamestate::spreadData(uint8_t mode) 177 177 { … … 276 276 } 277 277 278 278 //AV: This function takes the Gamestate and compresses it for transmission over the network 279 279 bool Gamestate::compressData() 280 280 { … … 313 313 } 314 314 315 315 //AV: This function takes the compressed Gamestate received from the network and decompresses it for further unpacking 316 316 bool Gamestate::decompressData() 317 317 {
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