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root |
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/* |
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* static char *rcsid_commands_h = |
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elmex |
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* "$Id$"; |
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root |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 1994 Mark Wedel |
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Copyright (C) 1992 Frank Tore Johansen |
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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 2 of the License, or |
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(at your option) any later version. |
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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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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The author can be reached via e-mail to mark@pyramid.com |
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*/ |
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/* |
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* Crossfire commands |
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* ++Jam |
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* |
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* ''', run and fire-keys are parsed separately (cannot be overrided). |
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*/ |
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/* The initialized arrays were removed from this file and are now |
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* in commands.c. Initializing the arrays in any header file |
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* is stupid, as it means that header file can only be included |
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* in one source file (so what is the point of putting them in a header |
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* file then?). Header files should be used like this one - to declare |
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* the structures externally - they actual structures should resided/ |
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* be initialized in one of the source files. |
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*/ |
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#ifndef COMMANDS_H |
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#define COMMANDS_H |
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typedef int (*CommFunc)(object *op, char *params); |
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elmex |
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struct CommArray_s { /* global list's structure */ |
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root |
1.1 |
const char *name; |
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CommFunc func; |
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float time; /* How long it takes to execute this command */ |
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elmex |
1.2 |
}; |
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root |
1.1 |
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extern CommArray_s Commands[],NewServerCommands [],SocketCommands[], |
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WizCommands [], CommunicationCommands[]; |
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extern const int CommandsSize,NewServerCommandSize, |
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SocketCommandsSize, WizCommandsSize, CommunicationCommandSize; |
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#define EMOTE_NOD 1 |
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#define EMOTE_DANCE 2 |
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#define EMOTE_KISS 3 |
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#define EMOTE_BOUNCE 4 |
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#define EMOTE_SMILE 5 |
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#define EMOTE_CACKLE 6 |
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#define EMOTE_LAUGH 7 |
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#define EMOTE_GIGGLE 8 |
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#define EMOTE_SHAKE 9 |
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#define EMOTE_PUKE 10 |
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#define EMOTE_GROWL 11 |
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#define EMOTE_SCREAM 12 |
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#define EMOTE_SIGH 13 |
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#define EMOTE_SULK 14 |
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#define EMOTE_HUG 15 |
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#define EMOTE_CRY 16 |
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#define EMOTE_POKE 17 |
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#define EMOTE_ACCUSE 18 |
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#define EMOTE_GRIN 19 |
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#define EMOTE_BOW 20 |
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#define EMOTE_CLAP 21 |
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#define EMOTE_BLUSH 22 |
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#define EMOTE_BURP 23 |
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#define EMOTE_CHUCKLE 24 |
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#define EMOTE_COUGH 25 |
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#define EMOTE_FLIP 26 |
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#define EMOTE_FROWN 27 |
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#define EMOTE_GASP 28 |
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#define EMOTE_GLARE 29 |
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#define EMOTE_GROAN 30 |
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#define EMOTE_HICCUP 31 |
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#define EMOTE_LICK 32 |
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#define EMOTE_POUT 33 |
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#define EMOTE_SHIVER 34 |
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#define EMOTE_SHRUG 35 |
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#define EMOTE_SLAP 36 |
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#define EMOTE_SMIRK 37 |
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#define EMOTE_SNAP 38 |
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#define EMOTE_SNEEZE 39 |
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#define EMOTE_SNICKER 40 |
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#define EMOTE_SNIFF 41 |
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#define EMOTE_SNORE 42 |
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#define EMOTE_SPIT 43 |
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#define EMOTE_STRUT 44 |
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#define EMOTE_THANK 45 |
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#define EMOTE_TWIDDLE 46 |
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#define EMOTE_WAVE 47 |
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#define EMOTE_WHISTLE 48 |
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#define EMOTE_WINK 49 |
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#define EMOTE_YAWN 50 |
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#define EMOTE_BEG 51 |
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#define EMOTE_BLEED 52 |
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#define EMOTE_CRINGE 53 |
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#define EMOTE_THINK 54 |
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#endif |