// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: c9e1edcdb3f59bfd2aab3a8efc71c7db2d237b3e $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2006-2020 by The Odamex Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//		DOOM Network game communication and protocol,
//		all OS independent parts.
//
//-----------------------------------------------------------------------------

#include "version.h"
#include "i_system.h"
#include "g_game.h"
#include "doomstat.h"
#include "d_netinf.h"
#include "p_local.h"
#include "gi.h"
#include "cl_main.h"
#include "m_argv.h"
#include "cl_demo.h"

extern NetDemo netdemo;

extern byte		*demo_p;		// [RH] Special "ticcmds" get recorded in demos

//
// NETWORKING
//
// gametic is the tic about to (or currently being) run

int 			lastnettic;
int 			skiptics;

bool step_mode = false;

void D_ProcessEvents (void); 
void G_BuildTiccmd (ticcmd_t *cmd); 
void D_DoAdvanceDemo (void);

//
// NetUpdate
// Builds ticcmds for console player,
// sends out a packet
//
void NetUpdate (void)
{
	I_StartTic ();
	D_ProcessEvents ();
	G_BuildTiccmd (&consoleplayer().netcmds[gametic%BACKUPTICS]);
}

//
// D_CheckNetGame
// Works out player numbers among the net participants
//
void D_CheckNetGame (void)
{
    CL_InitNetwork ();

    D_SetupUserInfo();

    step_mode = ((Args.CheckParm ("-stepmode")) != 0);
}


VERSION_CONTROL (d_net_cpp, "$Id: c9e1edcdb3f59bfd2aab3a8efc71c7db2d237b3e $")

