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Initial commit of Command & Conquer Renegade source code.
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79
Code/wwnet/singlepl.cpp
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79
Code/wwnet/singlepl.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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//
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// Filename: singlepl.cpp
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// Project: wwnet
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// Author: Tom Spencer-Smith
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// Date: Nov 1998
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// Description:
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//
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//-----------------------------------------------------------------------------
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#include "singlepl.h" // I WANNA BE FIRST!
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#include "netutil.h"
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#include "miscutil.h"
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#include "wwdebug.h"
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#include "wwpacket.h"
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//
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// class defines
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//
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bool cSinglePlayerData::IsSinglePlayer = false;
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SList<cPacket> cSinglePlayerData::InputPacketList[];
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//-----------------------------------------------------------------------------
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void cSinglePlayerData::Init()
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{
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WWDEBUG_SAY(("cSinglePlayerData::cSinglePlayerData\n"));
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IsSinglePlayer = true;
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}
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//------------------------------------------------------------------------------------
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void cSinglePlayerData::Cleanup()
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{
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WWDEBUG_SAY(("cSinglePlayerData::~cSinglePlayerData\n"));
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SLNode<cPacket> * objnode;
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cPacket * p_packet;
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for (int list_type = 0; list_type < 2; list_type++) {
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for (objnode = InputPacketList[list_type].Head(); objnode != NULL;) {
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p_packet = objnode->Data();
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WWASSERT(p_packet != NULL);
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objnode = objnode->Next();
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InputPacketList[list_type].Remove(p_packet);
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delete p_packet;
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}
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}
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IsSinglePlayer = false;
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}
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//-----------------------------------------------------------------------------
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SList<cPacket> * cSinglePlayerData::Get_Input_Packet_List(int type)
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{
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WWASSERT(type == CLIENT_LIST || type == SERVER_LIST);
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return &InputPacketList[type];
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}
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