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Organize game-server includes
This commit is contained in:
parent
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commit
352734de56
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@ -8,6 +8,7 @@
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#include "entities/character.h"
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#include "entities/character.h"
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#include "player.h"
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#include "player.h"
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#include "score.h"
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bool CheckClientID(int ClientID);
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bool CheckClientID(int ClientID);
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@ -1,5 +1,8 @@
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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "gamecontext.h"
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#include "gamecontext.h"
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#include <engine/antibot.h>
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#include <engine/shared/config.h>
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#include <engine/shared/config.h>
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#include <game/server/entities/character.h>
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#include <game/server/entities/character.h>
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#include <game/server/gamemodes/DDRace.h>
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#include <game/server/gamemodes/DDRace.h>
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@ -1,10 +1,14 @@
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <antibot/antibot_data.h>
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#include <antibot/antibot_data.h>
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#include <engine/antibot.h>
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#include <engine/shared/config.h>
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#include <engine/shared/config.h>
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#include <game/generated/server_data.h>
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#include <game/generated/server_data.h>
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#include <game/mapitems.h>
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#include <game/mapitems.h>
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#include <game/server/gamecontext.h>
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#include <game/server/gamecontext.h>
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#include <game/server/gamecontroller.h>
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#include <game/server/player.h>
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#include <game/server/player.h>
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#include "character.h"
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#include "character.h"
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@ -3,12 +3,12 @@
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#ifndef GAME_SERVER_ENTITIES_CHARACTER_H
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#ifndef GAME_SERVER_ENTITIES_CHARACTER_H
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#define GAME_SERVER_ENTITIES_CHARACTER_H
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#define GAME_SERVER_ENTITIES_CHARACTER_H
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#include <engine/antibot.h>
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#include <game/server/entity.h>
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#include <game/server/entity.h>
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#include <game/server/save.h>
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#include <game/server/save.h>
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class CAntibot;
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class CGameTeams;
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class CGameTeams;
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class CGameWorld;
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class IAntibot;
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struct CAntibotCharacterData;
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struct CAntibotCharacterData;
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enum
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enum
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@ -4,7 +4,7 @@
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#include <game/server/entity.h>
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#include <game/server/entity.h>
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class CTrigger;
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class CGameWorld;
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class CDoor : public CEntity
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class CDoor : public CEntity
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{
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{
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#ifndef GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
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#ifndef GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
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#define GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
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#define GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
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#include "dragger.h"
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#include <game/server/entity.h>
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#include <game/server/entity.h>
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class CDragger;
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class CGameWorld;
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/**
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/**
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* Dragger beams pull a selected player towards their center
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* Dragger beams pull a selected player towards their center
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*
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*
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#include <base/vmath.h>
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#include <base/vmath.h>
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#include "alloc.h"
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#include "alloc.h"
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#include "gamecontext.h"
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#include "gameworld.h"
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#include "gameworld.h"
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class CCollision;
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class CCollision;
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class CGameContext;
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/*
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/*
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Class: Entity
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Class: Entity
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@ -20,12 +20,12 @@ class CEntity
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MACRO_ALLOC_HEAP()
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MACRO_ALLOC_HEAP()
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private:
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private:
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friend class CGameWorld; // entity list handling
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friend CGameWorld; // entity list handling
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CEntity *m_pPrevTypeEntity;
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CEntity *m_pPrevTypeEntity;
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CEntity *m_pNextTypeEntity;
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CEntity *m_pNextTypeEntity;
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/* Identity */
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/* Identity */
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class CGameWorld *m_pGameWorld;
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CGameWorld *m_pGameWorld;
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CCollision *m_pCCollision;
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CCollision *m_pCCollision;
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int m_ID;
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int m_ID;
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@ -59,7 +59,7 @@ public: // TODO: Maybe make protected
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/* Objects */
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/* Objects */
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std::vector<SSwitchers> &Switchers() { return m_pGameWorld->m_Core.m_vSwitchers; }
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std::vector<SSwitchers> &Switchers() { return m_pGameWorld->m_Core.m_vSwitchers; }
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class CGameWorld *GameWorld() { return m_pGameWorld; }
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CGameWorld *GameWorld() { return m_pGameWorld; }
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class CConfig *Config() { return m_pGameWorld->Config(); }
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class CConfig *Config() { return m_pGameWorld->Config(); }
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class CGameContext *GameServer() { return m_pGameWorld->GameServer(); }
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class CGameContext *GameServer() { return m_pGameWorld->GameServer(); }
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class IServer *Server() { return m_pGameWorld->Server(); }
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class IServer *Server() { return m_pGameWorld->Server(); }
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#ifndef GAME_SERVER_GAMECONTEXT_H
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#ifndef GAME_SERVER_GAMECONTEXT_H
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#define GAME_SERVER_GAMECONTEXT_H
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#define GAME_SERVER_GAMECONTEXT_H
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#include <engine/antibot.h>
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#include <engine/console.h>
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#include <engine/console.h>
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#include <engine/server.h>
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#include <engine/server.h>
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NUM_TUNEZONES = 256
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NUM_TUNEZONES = 256
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};
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};
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class CCharacter;
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class CConfig;
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class CConfig;
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class CHeap;
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class CHeap;
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class CPlayer;
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class CPlayer;
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class CScore;
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class CScore;
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class IConsole;
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class CUnpacker;
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class IAntibot;
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class IGameController;
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class IGameController;
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class IEngine;
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class IEngine;
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class IStorage;
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class IStorage;
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struct CAntibotData;
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struct CAntibotRoundData;
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struct CScoreRandomMapResult;
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struct CScoreRandomMapResult;
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class CGameContext : public IGameServer
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class CGameContext : public IGameServer
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// starting 1 to make 0 the special value "no client id"
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// starting 1 to make 0 the special value "no client id"
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uint32_t NextUniqueClientID = 1;
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uint32_t NextUniqueClientID = 1;
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bool m_VoteWillPass;
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bool m_VoteWillPass;
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class CScore *m_pScore;
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CScore *m_pScore;
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//DDRace Console Commands
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//DDRace Console Commands
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public:
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public:
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CLayers *Layers() { return &m_Layers; }
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CLayers *Layers() { return &m_Layers; }
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class CScore *Score() { return m_pScore; }
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CScore *Score() { return m_pScore; }
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enum
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enum
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{
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{
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#include <game/server/entities/character.h>
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#include <game/server/entities/character.h>
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#include <game/server/gamecontext.h>
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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#include <game/server/player.h>
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#include <game/server/score.h>
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#include <game/version.h>
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#include <game/version.h>
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#define GAME_TYPE_NAME "DDraceNetwork"
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#define GAME_TYPE_NAME "DDraceNetwork"
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#include "entities/character.h"
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#include "entities/character.h"
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#include "entity.h"
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#include "entity.h"
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#include "gamecontext.h"
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#include "gamecontext.h"
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#include "gamecontroller.h"
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#include "player.h"
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#include "player.h"
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#include <algorithm>
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#include <engine/shared/config.h>
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#include <engine/shared/config.h>
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#include <algorithm>
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#include <utility>
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#include <utility>
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//////////////////////////////////////////////////
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//////////////////////////////////////////////////
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Returns:
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Returns:
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Returns a pointer to the closest hit or NULL of there is no intersection.
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Returns a pointer to the closest hit or NULL of there is no intersection.
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*/
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*/
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//class CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CEntity *pNotThis = 0);
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//CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CEntity *pNotThis = 0);
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class CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CCharacter *pNotThis = 0, int CollideWith = -1, class CCharacter *pThisOnly = 0);
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CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis = 0, int CollideWith = -1, CCharacter *pThisOnly = 0);
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/*
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/*
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Function: ClosestCharacter
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Function: ClosestCharacter
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Finds the closest CCharacter to a specific point.
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Finds the closest CCharacter to a specific point.
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Returns:
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Returns:
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Returns a pointer to the closest CCharacter or NULL if no CCharacter is close enough.
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Returns a pointer to the closest CCharacter or NULL if no CCharacter is close enough.
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*/
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*/
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class CCharacter *ClosestCharacter(vec2 Pos, float Radius, CEntity *ppNotThis);
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CCharacter *ClosestCharacter(vec2 Pos, float Radius, CEntity *ppNotThis);
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/*
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/*
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Function: InsertEntity
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Function: InsertEntity
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Returns:
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Returns:
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Returns list with all Characters on line.
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Returns list with all Characters on line.
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*/
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*/
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std::list<class CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis = 0);
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std::list<CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis = 0);
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};
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};
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#endif
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#endif
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#include "player.h"
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#include "player.h"
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#include <engine/shared/config.h>
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#include <engine/shared/config.h>
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#include <engine/antibot.h>
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#include <engine/server.h>
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#include "base/system.h"
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#include "base/system.h"
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#include "entities/character.h"
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#include "entities/character.h"
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#include "gamecontext.h"
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#include "gamecontext.h"
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#include <engine/server.h>
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#include "gamecontroller.h"
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#include "score.h"
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#include <game/gamecore.h>
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#include <game/gamecore.h>
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#include <game/teamscore.h>
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#include <game/teamscore.h>
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#ifndef GAME_SERVER_PLAYER_H
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#ifndef GAME_SERVER_PLAYER_H
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#define GAME_SERVER_PLAYER_H
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#define GAME_SERVER_PLAYER_H
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#include "alloc.h"
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#include <base/vmath.h>
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// this include should perhaps be removed
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#include <engine/shared/protocol.h>
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#include "score.h"
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#include "alloc.h"
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#include "teeinfo.h"
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#include "teeinfo.h"
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#include <memory>
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class CCharacter;
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class CGameContext;
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class IServer;
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struct CNetObj_PlayerInput;
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struct CScorePlayerResult;
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enum
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enum
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{
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{
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WEAPON_GAME = -3, // team switching etc
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WEAPON_GAME = -3, // team switching etc
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#ifndef GAME_SERVER_SAVE_H
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#ifndef GAME_SERVER_SAVE_H
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#define GAME_SERVER_SAVE_H
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#define GAME_SERVER_SAVE_H
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#include <base/vmath.h>
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#include <engine/shared/protocol.h>
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#include <engine/shared/protocol.h>
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#include <game/generated/protocol.h>
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#include <game/generated/protocol.h>
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#include <game/server/gamecontroller.h>
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class IGameController;
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class IGameController;
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class CGameContext;
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class CGameContext;
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#include "scoreworker.h"
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#include "scoreworker.h"
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#include <base/system.h>
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#include <base/system.h>
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#include <engine/server/databases/connection.h>
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#include <engine/server/databases/connection_pool.h>
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#include <engine/server/databases/connection_pool.h>
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#include <engine/shared/config.h>
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#include <engine/shared/config.h>
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#include <engine/shared/console.h>
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#include <engine/shared/console.h>
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#include <engine/storage.h>
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#include <engine/storage.h>
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#include <game/generated/wordlist.h>
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#include <game/generated/wordlist.h>
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#include <algorithm>
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#include <memory>
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#include <memory>
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class IDbConnection;
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std::shared_ptr<CScorePlayerResult> CScore::NewSqlPlayerResult(int ClientID)
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std::shared_ptr<CScorePlayerResult> CScore::NewSqlPlayerResult(int ClientID)
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{
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{
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CPlayer *pCurPlayer = GameServer()->m_apPlayers[ClientID];
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CPlayer *pCurPlayer = GameServer()->m_apPlayers[ClientID];
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#ifndef GAME_SERVER_SCORE_H
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#ifndef GAME_SERVER_SCORE_H
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#define GAME_SERVER_SCORE_H
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#define GAME_SERVER_SCORE_H
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#include <engine/server/databases/connection_pool.h>
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#include <game/prng.h>
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#include <game/prng.h>
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#include "save.h"
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#include "scoreworker.h"
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#include "scoreworker.h"
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class CDbConnectionPool;
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class CGameContext;
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class CGameContext;
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class IDbConnection;
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class IServer;
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struct ISqlData;
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class CScore
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class CScore
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{
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{
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#include <game/voting.h>
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#include <game/voting.h>
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class IDbConnection;
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class IDbConnection;
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class IServer;
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class IGameController;
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enum
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enum
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{
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{
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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "teams.h"
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#include "teams.h"
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#include "entities/character.h"
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#include "entities/character.h"
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#include "gamecontroller.h"
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#include "player.h"
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#include "player.h"
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#include "score.h"
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#include "score.h"
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#include "teehistorian.h"
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#include "teehistorian.h"
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#include <engine/shared/config.h>
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#include <engine/shared/config.h>
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#include <game/server/gamecontext.h>
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#include <game/server/gamecontext.h>
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#include <game/server/scoreworker.h>
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#include <game/teamscore.h>
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#include <game/teamscore.h>
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|
||||||
|
class CCharacter;
|
||||||
|
class CPlayer;
|
||||||
|
struct CScoreSaveResult;
|
||||||
|
|
||||||
class CGameTeams
|
class CGameTeams
|
||||||
{
|
{
|
||||||
// `m_TeeStarted` is used to keep track whether a given tee has hit the
|
// `m_TeeStarted` is used to keep track whether a given tee has hit the
|
||||||
|
|
|
@ -11,7 +11,6 @@
|
||||||
class CConfig;
|
class CConfig;
|
||||||
class CTuningParams;
|
class CTuningParams;
|
||||||
class CUuidManager;
|
class CUuidManager;
|
||||||
class CPlayer;
|
|
||||||
|
|
||||||
class CTeeHistorian
|
class CTeeHistorian
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue