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Ignore:
Timestamp:
Oct 18, 2008, 10:58:46 PM (16 years ago)
Author:
landauf
Message:

did some first (and very unfinished) steps to deal with different players on server and client

File:
1 edited

Legend:

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  • code/branches/objecthierarchy/src/network/Synchronisable.h

    r1916 r1940  
    4141#include "util/Integers.h"
    4242
    43 #define REGISTERDATA(varname) registerVar(&varname, sizeof(varname), network::DATA)
    44 #define REGISTERDATA_WITHDIR(varname, mode) registerVar(&varname, sizeof(varname), network::DATA, mode)
    45 #define REGISTERSTRING(stringname) registerVar(&stringname, stringname.length()+1, network::STRING)
    46 #define REGISTERSTRING_WITHDIR(stringname, mode) registerVar(&stringname, stringname.length()+1, network::STRING, mode)
     43#define REGISTERDATA(varname, ...) \
     44    registerVar((void*)&varname, sizeof(varname), network::DATA, __VA_ARGS__)
     45#define REGISTERSTRING(stringname, ...) \
     46    registerVar(&stringname, stringname.length()+1, network::STRING, __VA_ARGS__)
    4747
    4848namespace network
     
    112112    void setObjectMode(int mode);
    113113    void setObjectFrequency(unsigned int freq){ objectFrequency_ = freq; }
    114     virtual void registerAllVariables()=0;
    115114
    116115
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