2 * $Logfile: /Freespace2/code/MissionUI/MissionDebrief.h $
7 * Header file for running the debriefing
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 3 12/17/98 4:50p Andsager
15 * Added debrief_assemble_optional_mission_popup_text() for single and
18 * 2 10/07/98 10:53a Dave
21 * 1 10/07/98 10:49a Dave
23 * 7 5/13/98 5:14p Allender
24 * red alert support to go back to previous mission
26 * 6 4/27/98 9:08p Allender
27 * fix the debriefing stage problems when clients get to screen long after
30 * 5 4/25/98 11:24a Allender
31 * finsihed multiplayer debriefing stuff. Work on object updates.
32 * External view shoudl work in multiplayer correctly
34 * 4 4/09/98 4:32p Hoffoss
35 * Fixed several bugs in debriefing.
37 * 3 12/30/97 6:42p Hoffoss
38 * New debriefing screen implemented.
40 * 2 10/24/97 6:19p Dave
41 * More standalone testing/fixing. Added reliable endgame sequencing.
42 * Added reliable ingame joining. Added reliable stats transfer (endgame).
43 * Added support for dropping players in debriefing. Removed a lot of old
46 * 1 9/30/97 10:16a Lawrance
47 * move files from Mission lib to MissionUI lib
49 * 3 8/31/97 6:38p Lawrance
50 * pass in frametime to do_frame loop
52 * 2 6/13/97 2:30p Lawrance
55 * 1 6/13/97 10:42a Lawrance
60 #ifndef __MISSIONDEBRIEF_H__
61 #define __MISSIONDEBRIEF_H__
63 extern int Debrief_multi_stages_loaded;
66 void debrief_do_frame(float frametime);
69 // useful so that the server can reset the list and ship slots if a player drops
70 void debrief_rebuild_player_list();
71 void debrief_handle_player_drop();
73 void debrief_disable_accept();
74 void debrief_assemble_optional_mission_popup_text(char *buffer, char *mission_loop_desc);
77 // multiplayer call to set up the client side debriefings
78 void debrief_multi_server_stuff();
79 void debrief_set_multi_clients( int stage_count, int active_stages[] );
81 #endif /* __MISSIONDEBRIEF_H__ */