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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2011 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
// Main loop stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_LOOP__
#define __D_LOOP__
#include "net_defs.h"
typedef struct
{
// Read events from the event queue, and process them.
void (*ProcessEvents)();
// Given the current input state, fill in the fields of the specified
// ticcmd_t structure with data for a new tic.
void (*BuildTiccmd)(ticcmd_t *cmd, int maketic);
// Advance the game forward one tic, using the specified player input.
void (*RunTic)(ticcmd_t *cmds, boolean *ingame);
// Run the menu (runs independently of the game).
void (*RunMenu)();
} loop_interface_t;
// Register callback functions for the main loop code to use.
void D_RegisterLoopCallbacks(loop_interface_t *i);
// Create any new ticcmds and broadcast to other players.
void NetUpdate (void);
// Broadcasts special packets to other players
// to notify of game exit
void D_QuitNetGame (void);
//? how many ticks to run?
void TryRunTics (void);
// Called at start of game loop to initialize timers
void D_StartGameLoop(void);
// Initialize networking code and connect to server.
boolean D_InitNetGame(net_connect_data_t *connect_data);
// Start game with specified settings. The structure will be updated
// with the actual settings for the game.
void D_StartNetGame(net_gamesettings_t *settings);
extern boolean singletics;
extern int gametic, ticdup;
#endif
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