PythonNetworkStreamPhaseGame/PhaseGameActor/PhaseGameItem/Command, NetworkActorManager and PythonChat/PythonChatModule are ported verbatim and dispatched at runtime; the 2V0 chat stub module is removed and initChat() runs before initnet() as in 40250. InstanceBase, PythonCharacterManager and GameLib ActorInstance/RaceData/RaceManager compile but stay TODO until 2V2-c/d wire them. Units not ported yet get their singletons from PythonBoot's GameSingletons (CPythonApplication member order) and platform/pending stand-ins generated by platform_stub.py pending; const char* stand-ins return "". port.login_flow's fake server now sends the CInputLogin::Entergame order (actor insert, NPC positions, PHASE_GAME, land list, time, channel, greet notice, ping) and a TraceError observer asserts no unknown packet header. port.login_live passes against the real server for 10 s of game phase. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
8 lines
331 B
C++
8 lines
331 B
C++
// Pending MapUtil.cpp dependency of the physics object. The interpolation unit remains 2V3 work.
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#include "GameLib/StdAfx.h"
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#include "GameLib/MapUtil.h"
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#include "../../PlatformStub.h"
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CEaseOutInterpolation::CEaseOutInterpolation() { MT_PLATFORM_STUB(); }
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CEaseOutInterpolation::~CEaseOutInterpolation() { MT_PLATFORM_STUB(); }
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