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Initial commit of Command & Conquer Renegade source code.
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150
Code/Commando/clientfps.cpp
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150
Code/Commando/clientfps.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/clientfps.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 9/20/01 11:28a $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "clientfps.h"
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#include "networkobjectfactory.h"
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#include "networkobjectmgr.h"
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#include "cnetwork.h"
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#include "playermanager.h"
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#include "apppackettypes.h"
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CClientFps * PClientFps = NULL;
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DECLARE_NETWORKOBJECT_FACTORY(CClientFps, NETCLASSID_CLIENTFPS);
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#pragma message("(TSS) high priority for me to fix this CClientFps bug...")
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//
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// TSS2001 problem: destruction of this object on the server. Quitting and rejoining
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// a game will crash the server.
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//
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//-----------------------------------------------------------------------------
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CClientFps::CClientFps(void)
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{
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ClientId = -1;
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Fps = 0;
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Set_App_Packet_Type(APPPACKETTYPE_CLIENTFPS);
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}
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//-----------------------------------------------------------------------------
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CClientFps::~CClientFps(void)
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{
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}
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//-----------------------------------------------------------------------------
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void
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CClientFps::Init(void)
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{
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WWASSERT(cNetwork::I_Am_Client());
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ClientId = cNetwork::Get_My_Id();
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Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
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Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_CREATION, true);
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}
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//-----------------------------------------------------------------------------
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void
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CClientFps::Set_Fps(int fps)
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{
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WWASSERT(cNetwork::I_Am_Client());
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WWASSERT(fps >= 0);
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Fps = (BYTE) fps;
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Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_FREQUENT, true);
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}
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//-----------------------------------------------------------------------------
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void
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CClientFps::Act(void)
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{
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WWASSERT(cNetwork::I_Am_Server());
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cPlayer * p_player = cPlayerManager::Find_Player(ClientId);
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if (p_player != NULL)
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{
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p_player->Set_Fps(Fps);
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}
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}
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//-----------------------------------------------------------------------------
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void
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CClientFps::Export_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Client());
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NetworkObjectClass::Export_Creation(packet);
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packet.Add(ClientId);
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}
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//-----------------------------------------------------------------------------
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void
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CClientFps::Import_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Server());
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NetworkObjectClass::Import_Creation(packet);
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packet.Get(ClientId);
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}
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//-----------------------------------------------------------------------------
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void
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CClientFps::Export_Frequent(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Client());
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packet.Add(Fps);
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}
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//-----------------------------------------------------------------------------
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void
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CClientFps::Import_Frequent(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Server());
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packet.Get(Fps);
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Act();
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}
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