2 * $Logfile: /Freespace2/code/Network/multi_respawn.h $
8 * Revision 1.1 2002/05/03 03:28:12 root
12 * 4 8/06/99 2:44a Dave
13 * Make sure dead players who leave respawn AI.
15 * 3 3/01/99 7:39p Dave
16 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
17 * don't mix respawn points.
19 * 2 10/07/98 10:53a Dave
22 * 1 10/07/98 10:50a Dave
24 * 3 4/23/98 1:49a Allender
25 * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
26 * to not respawn until 5 seconds after they die. Send escort information
29 * 2 3/11/98 10:22p Dave
30 * Laid groundwork for new observer HUD. Split up multi respawning into
33 * 1 3/11/98 5:07p Dave
38 #ifndef _MULTIPLAYER_RESPAWN_HEADER_FILE
39 #define _MULTIPLAYER_RESPAWN_HEADER_FILE
41 // ---------------------------------------------------------------------------------------
42 // MULTI RESPAWN DEFINES/VARS
49 // ---------------------------------------------------------------------------------------
50 // MULTI RESPAWN FUNCTIONS
53 // check to see if a net player needs to be respawned
54 void multi_respawn_check(object *objp);
57 void multi_respawn_normal();
59 // respawn as an observer
60 void multi_respawn_observer();
62 // server should check to see if any respawned players have run out of their invulnerability
63 void multi_respawn_handle_invul_players();
65 // build a list of base respawn points on the server, for this level
66 void multi_respawn_build_points();
68 void multi_respawn_init();
69 void multi_respawn_check_ai();
71 // notify of a player leaving
72 void multi_respawn_player_leave(net_player *pl);
74 // ---------------------------------------------------------------------------------------
75 // MULTI RESPAWN PACKET HANDLERS
78 void multi_respawn_process_packet(ubyte *data, header *hinfo);