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4 changes: 0 additions & 4 deletions Ja2/Ja25Update.cpp
Original file line number Diff line number Diff line change
@@ -1,8 +1,4 @@
#include <types.h>
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif

#ifdef JA2UB

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7 changes: 0 additions & 7 deletions Ja2/gamescreen.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -34,9 +34,6 @@
#include "Game Init.h"

//DEF: Test Code
#ifdef NETWORKED
#include "Networking.h"
#endif
#include "Interface Control.h"
#include "physics.h"
#include "Fade Screen.h"
Expand Down Expand Up @@ -824,10 +821,6 @@ UINT32 MainGameScreenHandle(void)
//RenderTacticalInterface( );
}

#ifdef NETWORKED
// DEF: Test Code
PrintNetworkInfo();
#endif

// Render Interface
RenderTopmostTacticalInterface( );
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9 changes: 0 additions & 9 deletions Ja2/jascreens.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -37,15 +37,6 @@
#include <language.hpp>

// Networking Stuff
#ifdef NETWORKED

#include "Communication.h"
#include "Application Msg.h"
#include "Networking.h"

extern ClientReadyType gMsgClientReady;
extern BOOLEAN gfAmINetworked;
#endif

#define MAX_DEBUG_PAGES 4

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6 changes: 1 addition & 5 deletions Tactical/Interface Dialogue.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5715,11 +5715,7 @@ void DisplayJerryBreakingLaptopTransmitterPopup()
swprintf( zString, zNewTacticalMessages[ TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA ], Menptr[ bID ].name );
}
*/
#ifdef UBMODSHADYJOB
swprintf( zString, XMLTacticalMessages[0] ); //Shady Job
#else
swprintf( zString, zNewTacticalMessages[TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA], Menptr[ bID ].name ); //UB
#endif
swprintf( zString, zNewTacticalMessages[TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA], Menptr[ bID ].name ); //UB


//Display it
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36 changes: 0 additions & 36 deletions Tactical/Overhead.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -43,10 +43,6 @@
#include "fov.h"
#include "Soldier macros.h"
#include "soldier tile.h"
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "Structure Wrap.h"
#include "Tile Animation.h"
#include "Strategic Merc Handler.h"
Expand Down Expand Up @@ -217,10 +213,6 @@ extern BOOLEAN gfSurrendered;

CHAR8 gDebugStr[128];

#ifdef NETWORKED
extern BYTE gfAmIHost;
extern BOOLEAN gfAmINetworked;
#endif

#define NEW_FADE_DELAY 60

Expand Down Expand Up @@ -625,10 +617,6 @@ BOOLEAN InitTacticalEngine( )
if ( !InitOverhead( ) ) // Init Overhead
return( FALSE );

#ifdef NETWORKED
if ( !gfAmINetworked )
gfAmIHost = TRUE;
#endif
return( TRUE );
}

Expand Down Expand Up @@ -1182,17 +1170,8 @@ BOOLEAN ExecuteOverhead( )

// Handle animation update counters
// ATE: Added additional check here for special value of anispeed that pauses all updates
#ifndef BOUNDS_CHECKER
if ( TIMECOUNTERDONE( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay ) && pSoldier->sAniDelay != 10000 )
#endif
{
#ifdef NETWORKED
// DEF:
// Check for TIMING delay here only if in Realtime
if( gTacticalStatus.uiFlags & REALTIME)
if ( pSoldier->flags.fIsSoldierMoving )
CheckForSlowSoldier( pSoldier );
#endif

// Check if we need to look for items
if ( pSoldier->flags.uiStatusFlags & SOLDIER_LOOKFOR_ITEMS )
Expand All @@ -1213,11 +1192,6 @@ BOOLEAN ExecuteOverhead( )

fNoAPsForPendingAction = FALSE;

#ifdef NETWORKED
// Get the path update, if there is 1
if (pSoldier->flags.fSoldierUpdatedFromNetwork)
UpdateSoldierFromNetwork(pSoldier);
#endif

// Check if we are moving and we deduct points and we have no points
if ( !( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) ) && pSoldier->flags.fNoAPToFinishMove ) && !pSoldier->flags.fPauseAllAnimation )
Expand Down Expand Up @@ -1326,10 +1300,6 @@ BOOLEAN ExecuteOverhead( )
dXPos = pSoldier->pathing.sDestXPos;
dYPos = pSoldier->pathing.sDestYPos;
pSoldier->EVENT_SetSoldierPosition( dXPos, dYPos );
#ifdef NETWORKED
// DEF: Test Code
StopSoldierMovementTime(pSoldier);
#endif
// CHECK IF WE HAVE A PENDING ANIMATION
if ( pSoldier->usPendingAnimation != NO_PENDING_ANIMATION )
{
Expand Down Expand Up @@ -1835,12 +1805,6 @@ BOOLEAN ExecuteOverhead( )
}
}

#ifdef NETWORKED
if(!pSoldier->flags.fNoAPToFinishMove )
pSoldier->usLastUpdateTime = GetJA2Clock();
if (pSoldier->flags.fSoldierUpdatedFromNetwork)
UpdateSoldierFromNetwork(pSoldier);
#endif
//haydens network soldier update ->>
if(is_client)
UpdateSoldierToNetwork ( pSoldier );
Expand Down
6 changes: 0 additions & 6 deletions Tactical/Points.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -759,12 +759,6 @@ BOOLEAN EnoughPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLE
sAPCost = 0;
}

#ifdef NETWORKED
if( !IsTheSolderUnderMyControl( pSoldier->ubID) )
{
return( TRUE );
}
#endif

if (is_networked)
{
Expand Down
4 changes: 0 additions & 4 deletions Tactical/Soldier Control.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -35,10 +35,6 @@
#include "Soldier macros.h"
#include "english.h"
#include "Squads.h"
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "Structure Wrap.h"
#include "Items.h"
#include "soundman.h"
Expand Down
4 changes: 0 additions & 4 deletions Tactical/Soldier Tile.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -14,10 +14,6 @@
#include "opplist.h"
#include "ai.h"

#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif

#include "Items.h"
#include "soldier tile.h"
Expand Down
5 changes: 0 additions & 5 deletions Tactical/TeamTurns.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -624,11 +624,6 @@ void BeginTeamTurn( UINT8 ubTeam )
}
else
{
#ifdef NETWORKED
// Only the host should do this
if(!gfAmIHost)
break;
#endif
if( is_client && !is_server ) //hayden //disable independant client AI
break;

Expand Down
24 changes: 0 additions & 24 deletions Tactical/Turn Based Input.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -26,10 +26,6 @@
#include "worldman.h"
#include "Handle UI Plan.h"
#include "message.h"
#ifdef NETWORKED
#include "Networking.h"
#include "Communication.h"
#endif
#include "overhead map.h"
#include "World Items.h"
#include "Game Clock.h"
Expand Down Expand Up @@ -2337,26 +2333,6 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
#endif


#ifdef NETWORKED
// DEF: Test Networking
if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == '0') && ( InputEvent.usKeyState & ALT_DOWN ))
{
DisplayMultiPlayerInfo();
}
if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == '9') && ( InputEvent.usKeyState & ALT_DOWN ))
{
DisplayDirectPlayInfo();
}
if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == '8') && ( InputEvent.usKeyState & ALT_DOWN ))
{
DisplayDirectPlayPlayerInfo();
}

if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == '7') && ( InputEvent.usKeyState & ALT_DOWN ))
{
SetDisplayFlag();
}
#endif

if( InputEvent.usEvent == KEY_DOWN )
{
Expand Down
4 changes: 0 additions & 4 deletions TacticalAI/AIMain.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1012,10 +1012,6 @@ void StartNPCAI(SOLDIERTYPE *pSoldier)
BOOLEAN fInValidSoldier = FALSE;

// Only the host should do this
#ifdef NETWORKED
if(!gfAmIHost)
return;
#endif
////pSoldier->flags.uiStatusFlags |= SOLDIER_UNDERAICONTROL;
//if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC))

Expand Down
16 changes: 0 additions & 16 deletions Utils/Event Pump.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -13,10 +13,6 @@
#include <vector>
#include <queue>

#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "MemMan.h"
#include "Timer Control.h"
#include "DEBUG.H"
Expand Down Expand Up @@ -907,19 +903,11 @@ BOOLEAN AddGameEvent(UINT32 uiEvent, UINT16 usDelay, PTR pEventData)
if (usDelay == DEMAND_EVENT_DELAY)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent));
#ifdef NETWORKED
if (gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return(AddGameEventToQueue(uiEvent, 0, pEventData, DEMAND_EVENT_QUEUE));
}
else if (uiEvent < EVENTS_LOCAL_AND_NETWORK)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent));
#ifdef NETWORKED
if (gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return(AddGameEventToQueue(uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE));
}
else if (uiEvent < EVENTS_ONLY_USED_LOCALLY)
Expand All @@ -930,10 +918,6 @@ BOOLEAN AddGameEvent(UINT32 uiEvent, UINT16 usDelay, PTR pEventData)
else if (uiEvent < EVENTS_ONLY_SENT_OVER_NETWORK)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending network #%d", uiEvent));
#ifdef NETWORKED
if (gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return(TRUE);
}
// There is an error with the event
Expand Down
2 changes: 0 additions & 2 deletions Utils/Timer Control.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -235,7 +235,6 @@ void CALLBACK TimeProc( UINT uID, UINT uMsg, DWORD dwUser, DWORD dw1, DWORD dw2
timerDone |= UpdateTimeCounter( giTimerCustomizable, iTimeLeft );
}

#ifndef BOUNDS_CHECKER

// If mapscreen...
if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
Expand Down Expand Up @@ -274,7 +273,6 @@ void CALLBACK TimeProc( UINT uID, UINT uMsg, DWORD dwUser, DWORD dw1, DWORD dw2
}
}
}
#endif
}
}

Expand Down
2 changes: 0 additions & 2 deletions sgp/mousesystem.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -114,10 +114,8 @@ BOOLEAN gfRefreshUpdate = FALSE;
//that already exists.
//TO REMOVE ALL DEBUG FUNCTIONALITY: simply comment out MOUSESYSTEM_DEBUGGING definition
#ifdef _DEBUG
#ifndef BOUNDS_CHECKER
#define MOUSESYSTEM_DEBUGGING
#endif
#endif

#ifdef MOUSESYSTEM_DEBUGGING
extern BOOLEAN gfIgnoreShutdownAssertions;
Expand Down
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