$#include "network.h" void InitNetwork1(void); void ExitNetwork1(void); bool IsNetworkGame(); int NetworkSetupServerAddress(const std::string serveraddr); void NetworkInitClientConnect(void); void NetworkInitServerConnect(int openslots); void NetworkServerStartGame(void); void NetworkProcessClientRequest(void); $int GetNetworkState() {return (int)NetLocalState;} int GetNetworkState(); void NetworkServerResyncClients(void); void NetworkDetachFromServer(void); class CServerSetup { unsigned char ResourcesOption; unsigned char UnitsOption; unsigned char FogOfWar; unsigned char RevealMap; unsigned char TilesetSelection; unsigned char GameTypeOption; unsigned char Difficulty; unsigned char MapRichness; unsigned CompOpt[PlayerMax]; unsigned Ready[PlayerMax]; unsigned long LastFrame[PlayerMax]; }; extern CServerSetup LocalSetupState; extern CServerSetup ServerSetupState; extern int NetLocalHostsSlot; struct CNetworkHost { unsigned long Host; /// Host address unsigned short Port; /// Port on host unsigned short PlyNr; /// Player nummer char PlyName[16]; /// Name of player }; extern CNetworkHost Hosts[PlayerMax]; $extern string NetworkMapName; string NetworkMapName; $void NetworkGamePrepareGameSettings(void); void NetworkGamePrepareGameSettings(void);