65 extern void CommandLog(
const char *action,
const CUnit *unit,
int flush,
66 int x,
int y,
const CUnit *dest,
const char *value,
int num);
72 extern int LoadReplay(
const std::string &name);
84 #endif // !__REPLAY_H__
void SinglePlayerReplayEachCycle()
Replay user commands from log each cycle, single player games.
Definition: replay.cpp:957
int LoadReplay(const std::string &name)
Load replay.
Definition: replay.cpp:724
ReplayType ReplayGameType
True, if command log is off.
Definition: replay.cpp:162
void CleanReplayLog()
Clean replay.
Definition: replay.cpp:762
The big unit structure.
Definition: unit.h:119
void ReplayCclRegister()
Register ccl functions related to network.
Definition: replay.cpp:1047
void CommandLog(const char *action, const CUnit *unit, int flush, int x, int y, const CUnit *dest, const char *value, int num)
Replay game type.
Definition: replay.cpp:417
bool CommandLogDisabled
Definition: replay.cpp:161
void EndReplayLog()
End logging.
Definition: replay.cpp:745
void SaveReplayList(CFile &file)
Save the replay list to file.
Definition: replay.cpp:714
No replay.
Definition: replay.h:46
void MultiPlayerReplayEachCycle()
Replay user commands from log each cycle, multiplayer games.
Definition: replay.cpp:967
Single player replay.
Definition: replay.h:47
ReplayType
Definition: replay.h:44