delete some outdated comments
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@@ -688,14 +688,19 @@ void process_ep3_server_data_request(shared_ptr<ServerState> s, shared_ptr<Clien
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}
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}
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switch (cmds[1].byte[0]) {
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switch (cmds[1].byte[0]) {
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// phase 1: map select
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// Phase 1: map select
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case 0x40:
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case 0x40:
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send_ep3_map_list(s, l);
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send_ep3_map_list(s, l);
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break;
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break;
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case 0x41:
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case 0x41:
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send_ep3_map_data(s, l, cmds[4].dword);
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send_ep3_map_data(s, l, cmds[4].dword);
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break;
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break;
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/*// phase 2: deck/name entry
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/* What follows is some raw code that has survived since the days of khyller
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* (approx. 2004). Much more research and engineering is needed to get
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* Episode III battles to work, but this could be used as a starting point.
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// phase 2: deck/name entry
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case 0x13:
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case 0x13:
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ti = FindTeam(s, c->teamID);
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ti = FindTeam(s, c->teamID);
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memcpy(&ti->ep3game, ((DWORD)c->bufferin + 0x14), 0x2AC);
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memcpy(&ti->ep3game, ((DWORD)c->bufferin + 0x14), 0x2AC);
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@@ -753,6 +758,7 @@ void process_ep3_server_data_request(shared_ptr<ServerState> s, shared_ptr<Clien
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CommandEp3Init_B4_39(s, c); // MISSING: 60 00 AC 00 B4 2A 00 00 39 56 00 08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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CommandEp3Init_B4_39(s, c); // MISSING: 60 00 AC 00 B4 2A 00 00 39 56 00 08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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CommandEp3InitBegin(s, c);
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CommandEp3InitBegin(s, c);
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break; */
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break; */
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default:
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default:
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c->log.error("Unknown Episode III server data request: %02X", cmds[1].byte[0]);
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c->log.error("Unknown Episode III server data request: %02X", cmds[1].byte[0]);
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}
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}
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+1
-9
@@ -101,10 +101,6 @@ void send_command_with_header(Channel& ch, const void* data, size_t size) {
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////////////////////////////////////////////////////////////////////////////////
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// CommandServerInit: this function sends the command that initializes encryption
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// strings needed for various functions
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static const char* anti_copyright = "This server is in no way affiliated, sponsored, or supported by SEGA Enterprises or SONICTEAM. The preceding message exists only in order to remain compatible with programs that expect it.";
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static const char* anti_copyright = "This server is in no way affiliated, sponsored, or supported by SEGA Enterprises or SONICTEAM. The preceding message exists only in order to remain compatible with programs that expect it.";
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static const char* dc_port_map_copyright = "DreamCast Port Map. Copyright SEGA Enterprises. 1999";
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static const char* dc_port_map_copyright = "DreamCast Port Map. Copyright SEGA Enterprises. 1999";
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static const char* dc_lobby_server_copyright = "DreamCast Lobby Server. Copyright SEGA Enterprises. 1999";
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static const char* dc_lobby_server_copyright = "DreamCast Lobby Server. Copyright SEGA Enterprises. 1999";
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@@ -695,9 +691,6 @@ void send_info_board(shared_ptr<Client> c, shared_ptr<Lobby> l) {
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////////////////////////////////////////////////////////////////////////////////
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// CommandCardSearchResult: sends a guild card search result to a player.
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template <typename CommandHeaderT, typename CharT>
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template <typename CommandHeaderT, typename CharT>
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void send_card_search_result_t(
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void send_card_search_result_t(
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shared_ptr<ServerState> s,
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shared_ptr<ServerState> s,
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@@ -866,8 +859,7 @@ void send_menu(shared_ptr<Client> c, const u16string& menu_name,
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// CommandGameSelect: presents the player with a Game Select menu. returns the selection in the same way as CommandShipSelect.
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template <typename CharT>
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template <typename CharT>
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void send_game_menu_t(shared_ptr<Client> c, shared_ptr<ServerState> s) {
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void send_game_menu_t(shared_ptr<Client> c, shared_ptr<ServerState> s) {
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