Example #1
0
void pack_local_only_sound_effect_data (entity *en, pack_modes mode)
{
	sound_effect
		*raw;

	ASSERT (en);

	raw = get_local_entity_data (en);

	//
	// check properties
	//

	ASSERT (raw->looping); 

	ASSERT (raw->sound_effect_sequence_count == 1);

	//
	// pack data
	//

	if (mode == PACK_MODE_CLIENT_SESSION)
	{
		pack_entity_safe_ptr (en);
	}

	pack_int_value (en, INT_TYPE_SIDE, raw->side);

	pack_int_value (en, INT_TYPE_ENTITY_SUB_TYPE, raw->eff.sub_type);

	pack_int_value (en, INT_TYPE_VALID_SOUND_EFFECT, raw->valid_sound_effect);

	pack_int_value (en, INT_TYPE_SOUND_EFFECT_INDEX, raw->effect_index [0]);

	#if DEBUG_MODULE

	debug_log ("SE_PACK: Packed Local-Only %d - Sub-type %d", get_local_entity_safe_index (en), raw->eff.sub_type);

	#endif
}
Example #2
0
static void pack_local_data (entity *en, pack_modes mode)
{
	ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES));

	switch (mode)
	{
		////////////////////////////////////////
		case PACK_MODE_SERVER_SESSION:
		case PACK_MODE_CLIENT_SESSION:
		////////////////////////////////////////
		{
			sound_effect
				*raw;

			int
				loop;

			raw = get_local_entity_data (en);

			if (effect_database [raw->eff.sub_type].constructed_locally)
			{
				return;
			}

			if (mode == PACK_MODE_SERVER_SESSION)
			{
	
				if (get_local_entity_type (raw->eff.special_effect_link.parent) == ENTITY_TYPE_SESSION)
				{
	
					return;
				}
			}

			pack_entity_type (get_local_entity_type (en));

			pack_entity_safe_ptr (en);

			//
			// pack effect data
			//

			pack_effect_data (en, &raw->eff, mode);

			//
			// pack sound effect data
			//

			pack_int_value (en, INT_TYPE_SOUND_EFFECT_SEQUENCE_COUNT, raw->sound_effect_sequence_count);

			for (loop = 0; loop < raw->sound_effect_sequence_count; loop ++)
			{
				pack_int_value (en, INT_TYPE_SOUND_EFFECT_INDEX, raw->effect_index [loop]);
			}

			pack_float_value (en, FLOAT_TYPE_AMPLIFICATION, raw->amplification);

			pack_float_value (en, FLOAT_TYPE_EFFECT_LIFETIME, raw->effect_lifetime);

			pack_float_value (en, FLOAT_TYPE_VALID_EFFECT_LIFETIME, raw->valid_effect_lifetime);

			// sound_effect_data

			pack_int_value (en, INT_TYPE_SOUND_CHANNEL, raw->sound_channel);

			pack_int_value (en, INT_TYPE_SOUND_LOCALITY, raw->sound_locality);

			pack_int_value (en, INT_TYPE_VALID_SOUND_EFFECT, raw->valid_sound_effect);

			pack_int_value (en, INT_TYPE_SOUND_EFFECT_LOOPING, raw->looping);

			pack_int_value (en, INT_TYPE_SOUND_EFFECT_PANNING, raw->panning);

			if (get_local_entity_parent (en, LIST_TYPE_UPDATE))
			{
				pack_int_value (en, INT_TYPE_VALID, TRUE);
			}
			else
			{
				pack_int_value (en, INT_TYPE_VALID, FALSE);
			}

			#if DEBUG_MODULE

			debug_log ("SE_PACK: Packed %d - Sub-type %d", get_local_entity_safe_index (en), raw->eff.sub_type);

			#endif

			break;
		}
		////////////////////////////////////////
		case PACK_MODE_BROWSE_SESSION:
		////////////////////////////////////////
		{
			break;
		}
		////////////////////////////////////////
		case PACK_MODE_UPDATE_ENTITY:
		////////////////////////////////////////
		{
			break;
		}
	}
}
Example #3
0
static void pack_local_data (entity *en, pack_modes mode)
{
	ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES));

	switch (mode)
	{
		////////////////////////////////////////
		case PACK_MODE_SERVER_SESSION:
		case PACK_MODE_CLIENT_SESSION:
		////////////////////////////////////////
		{
			routed_vehicle
				*raw;

			raw = (routed_vehicle *) get_local_entity_data (en);

			pack_entity_type (get_local_entity_type (en));

			pack_entity_safe_ptr (en);

			//
			// pack vehicle data
			//

			pack_vehicle_data (en, &raw->vh, mode);

			/////////////////////////////////////////////////////////////////

			if ((raw->vh.mob.velocity == 0.0) && (raw->desired_velocity == 0.0))
			{

				pack_int_value (en, INT_TYPE_VALID, TRUE);
			}
			else
			{
				
				pack_int_value (en, INT_TYPE_VALID, FALSE);

				pack_float_value (en, FLOAT_TYPE_LOW_VELOCITY, raw->vh.mob.velocity);

				pack_float_value (en, FLOAT_TYPE_DESIRED_VELOCITY, raw->desired_velocity);
			}

			/////////////////////////////////////////////////////////////////

			//
			// pack routed data
			//

			/////////////////////////////////////////////////////////////////
			if ((raw->sub_waypoint_count == 0) && (raw->waypoint_next_index == 0) && (raw->waypoint_this_index == 0))
			{

				pack_int_value (en, INT_TYPE_VALID, FALSE);
			}
			else
			{

				pack_int_value (en, INT_TYPE_VALID, TRUE);
	
				pack_int_value (en, INT_TYPE_SUB_WAYPOINT_COUNT, raw->sub_waypoint_count);
	
				pack_int_value (en, INT_TYPE_WAYPOINT_NEXT_INDEX, raw->waypoint_next_index);
	
				pack_int_value (en, INT_TYPE_WAYPOINT_THIS_INDEX, raw->waypoint_this_index);
			}
			/////////////////////////////////////////////////////////////////

			// sub_waypoint_list reconstructed locally

			//
			// spin through special effects link and pack up local only smoke trails
			//

			pack_routed_vehicle_meta_smoke_lists (en, mode);

			pack_mobile_local_sound_effects (en, mode);

			break;
		}
		////////////////////////////////////////
		case PACK_MODE_BROWSE_SESSION:
		////////////////////////////////////////
		{

			break;
		}
		////////////////////////////////////////
		case PACK_MODE_UPDATE_ENTITY:
		////////////////////////////////////////
		{

			routed_vehicle
				*raw;

			raw = (routed_vehicle *) get_local_entity_data (en);

			pack_vec3d (en, VEC3D_TYPE_POSITION, &raw->vh.mob.position);

			pack_attitude_matrix (en, raw->vh.mob.attitude);

			pack_int_value (en, INT_TYPE_SUB_WAYPOINT_COUNT, raw->sub_waypoint_count);

			break;
		}
	}
}
Example #4
0
void pack_local_keysite_data (pack_modes mode)
{
   entity
      *en,
		*landing_en;

	landing
		*landing_raw;

   keysite
      *raw;

   ASSERT (mode != PACK_MODE_UPDATE_ENTITY);

   if (mode == PACK_MODE_BROWSE_SESSION)
   {
      return;
   }

	en = get_local_entity_list ();

	while (en)
	{

		if (get_local_entity_type (en) == ENTITY_TYPE_KEYSITE)
		{

			//
			// pack keysite data
			//

			pack_entity_safe_ptr (en);

			raw = (keysite *) get_local_entity_data (en);

			pack_float_value (en, FLOAT_TYPE_AMMO_SUPPLY_LEVEL, raw->supplies.ammo_supply_level);

			pack_float_value (en, FLOAT_TYPE_FUEL_SUPPLY_LEVEL, raw->supplies.fuel_supply_level);

			pack_float_value (en, FLOAT_TYPE_KEYSITE_STRENGTH, raw->keysite_strength);

			pack_float_value (en, FLOAT_TYPE_KEYSITE_MAXIMUM_STRENGTH, raw->keysite_maximum_strength);

			pack_int_value (en, INT_TYPE_ALIVE, raw->alive);

			pack_int_value (en, INT_TYPE_SIDE, raw->side);

			pack_int_value (en, INT_TYPE_IN_USE, raw->in_use);

			pack_int_value (en, INT_TYPE_KEYSITE_ID, raw->keysite_id);

			pack_int_value (en, INT_TYPE_KEYSITE_USABLE_STATE, raw->keysite_usable_state);

			pack_list_root (en, LIST_TYPE_UNASSIGNED_TASK, &raw->unassigned_task_root);
			pack_list_root (en, LIST_TYPE_ASSIGNED_TASK, &raw->assigned_task_root);
			pack_list_root (en, LIST_TYPE_COMPLETED_TASK, &raw->completed_task_root);

//			pack_list_root (en, LIST_TYPE_KEYSITE_GROUP, &raw->keysite_group_root);

			pack_list_root (en, LIST_TYPE_DIVISION_HEADQUARTERS, &raw->division_headquarters_root);

			if (raw->campaign_objective_link.parent)
			{
				pack_int_value (en, INT_TYPE_VALID, TRUE);

				pack_list_link (en, LIST_TYPE_CAMPAIGN_OBJECTIVE, &raw->campaign_objective_link);
			}
			else
			{
				pack_int_value (en, INT_TYPE_VALID, FALSE);
			}

			#if DEBUG_MODULE

			debug_log ("KS_PACK: packing up keysite %s", raw->keysite_name);

			#endif

			if (mode == PACK_MODE_SERVER_SESSION)
			{
	
				pack_float_value (en, FLOAT_TYPE_REPAIR_TIMER, raw->repair_timer);

				pack_float_value (en, FLOAT_TYPE_SLEEP, raw->sleep);

				pack_float_value (en, FLOAT_TYPE_ASSIST_TIMER, raw->assist_timer);

				pack_float_value (en, FLOAT_TYPE_ASSIGN_TIMER, raw->assign_timer);

				//
				// pack landing data
				//
	
				landing_en = get_local_entity_first_child (en, LIST_TYPE_LANDING_SITE);
	
				while (landing_en)
				{
	
					landing_raw = (landing *) get_local_entity_data (landing_en);
	
					pack_int_value (landing_en, INT_TYPE_RESERVED_LANDING_SITES, landing_raw->reserved_landing_sites);
	
					//pack_int_value (en, INT_TYPE_FREE_LANDING_SITES, landing_raw->free_landing_sites);
	
					pack_int_value (landing_en, INT_TYPE_LANDING_LOCK, landing_raw->landing_lock);
	
					pack_int_value (landing_en, INT_TYPE_LANDED_LOCK, landing_raw->landed_lock);
	
					pack_int_value (landing_en, INT_TYPE_TAKEOFF_LOCK, landing_raw->takeoff_lock);

					pack_list_root (landing_en, LIST_TYPE_TAKEOFF_QUEUE, &landing_raw->takeoff_queue_root);

					#if DEBUG_MODULE

					debug_log ("KS_PACK: packing up %s landing entity, reserved %d, free %d, locks (landing %d, landed %d, takeoff %d)", entity_sub_type_landing_names [landing_raw->sub_type], landing_raw->reserved_landing_sites, landing_raw->free_landing_sites, landing_raw->landing_lock, landing_raw->landed_lock, landing_raw->takeoff_lock );

					#endif
	
					landing_en = get_local_entity_child_succ (landing_en, LIST_TYPE_LANDING_SITE);
				}
			}

		}

		en = get_local_entity_succ (en);
	}
}
Example #5
0
void pack_local_session_data (pack_modes mode)
{
	session
		*raw;

	entity
		*en;

   ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES));

	en = get_session_entity ();

	ASSERT (en);

	raw = (session *) get_local_entity_data (en);

   switch (mode)
   {
      ////////////////////////////////////////
      case PACK_MODE_SERVER_SESSION:
      ////////////////////////////////////////
		{
			ASSERT (!raw->session_complete);
		
			pack_int_value (en, INT_TYPE_VERSION_NUMBER, raw->version_number);
		
			pack_list_root (en, LIST_TYPE_FORCE, &raw->force_root);
		
			// special_effect_root
		
			// update_link
		
			pack_float_value (en, FLOAT_TYPE_ELAPSED_TIME, raw->elapsed_time);
		
			pack_float_value (en, FLOAT_TYPE_LIGHTNING_TIMER, raw->lightning_timer);
		
			pack_float_value (en, FLOAT_TYPE_START_TIME, raw->start_time);
		
			// time_of_day_resync
		
			pack_float_value (en, FLOAT_TYPE_TIME_OF_DAY_ACCELERATION, raw->time_of_day_acceleration);
		
			pack_float_value (en, FLOAT_TYPE_FOG_OF_WAR_MAXIMUM_VALUE, raw->fog_of_war_maximum_value);
		
			//
			// rain effect
			//
		
			pack_float_value (en, FLOAT_TYPE_WEATHER_RADIUS, raw->weather_radius);
			pack_float_value (en, FLOAT_TYPE_WEATHER_MODE_TRANSITIONAL_PERIOD, raw->weather_mode_transitional_period);
			pack_float_value (en, FLOAT_TYPE_WEATHER_MODE_TRANSITIONAL_STATUS, raw->weather_mode_transitional_status);
		
			pack_int_value (en, INT_TYPE_WEATHER_MODE, raw->weather_mode);
			pack_int_value (en, INT_TYPE_TARGET_WEATHER_MODE, raw->target_weather_mode);
		
			pack_vec3d (en, VEC3D_TYPE_WEATHER_POSITION, &raw->weather_position);
			pack_vec3d (en, VEC3D_TYPE_WEATHER_VELOCITY, &raw->weather_velocity);
		
			//
			// wind effect
			//
		
			pack_float_value (en, FLOAT_TYPE_WIND_EFFECT_RADIUS, raw->wind_effect_radius);
			pack_float_value (en, FLOAT_TYPE_WIND_GUSTING_VALUE, raw->wind_gusting_value);
			pack_float_value (en, FLOAT_TYPE_WIND_MINIMUM_SPEED, raw->wind_minimum_speed);
			pack_float_value (en, FLOAT_TYPE_WIND_MAXIMUM_SPEED, raw->wind_maximum_speed);
		
			pack_vec3d (en, VEC3D_TYPE_WIND_DIRECTION_VECTOR, &raw->wind_direction_vector);
			pack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_POSITION, &raw->wind_effect_position);
			pack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_VELOCITY, &raw->wind_effect_velocity);
		
			//
		
			pack_int_value (en, INT_TYPE_DAY_SEGMENT_TYPE, raw->day_segment_type);

			pack_float_value (en, FLOAT_TYPE_POPULATION_X_MIN, raw->population_x_min);
			pack_float_value (en, FLOAT_TYPE_POPULATION_X_MAX, raw->population_x_max);
			pack_float_value (en, FLOAT_TYPE_POPULATION_Z_MIN, raw->population_z_min);
			pack_float_value (en, FLOAT_TYPE_POPULATION_Z_MAX, raw->population_z_max);
		
			pack_int_value (en, INT_TYPE_CAMPAIGN_MEDAL, raw->campaign_medal);

			pack_int_value (en, INT_TYPE_CAMPAIGN_REQUIRES_APACHE_HAVOC, raw->campaign_requires_apache_havoc);
		
			pack_int_value (en, INT_TYPE_AUTO_ASSIGN_GUNSHIP, raw->auto_assign_gunship);
		
			pack_int_value (en, INT_TYPE_INFINITE_FUEL, raw->infinite_fuel);
		
			pack_int_value (en, INT_TYPE_INFINITE_WEAPONS, raw->infinite_weapons);
		
			pack_int_value (en, INT_TYPE_SUPPRESS_AI_FIRE, raw->suppress_ai_fire);
		
			pack_int_value (en, INT_TYPE_INVULNERABLE_FROM_COLLISIONS, raw->invulnerable_from_collisions);

			pack_int_value (en, INT_TYPE_INVULNERABLE_FROM_WEAPONS, raw->invulnerable_from_weapons);
		
			pack_int_value (en, INT_TYPE_CHEATS_ENABLED, raw->cheats_enabled);
		
			pack_int_value (en, INT_TYPE_SKIP_NIGHT_TIME, raw->skip_night_time);
		
			pack_int_value (en, INT_TYPE_WEATHER_INCREASING, raw->weather_increasing);
		
			pack_int_value (en, INT_TYPE_WIND_INCREASING, raw->wind_increasing);
		
			pack_int_value (en, INT_TYPE_LOCAL_WEATHER_MODEL, raw->local_weather_model);

			break;
		}

      ////////////////////////////////////////
      case PACK_MODE_CLIENT_SESSION:
      ////////////////////////////////////////
      {
         pack_entity_safe_ptr (en);

         pack_int_value (en, INT_TYPE_VERSION_NUMBER, raw->version_number);

			pack_int_value (en, INT_TYPE_SESSION_COMPLETE, raw->session_complete);
		
         pack_list_root (en, LIST_TYPE_FORCE, &raw->force_root);

			pack_list_root (en, LIST_TYPE_SPECIAL_EFFECT, &raw->special_effect_root);

			// update_link

         pack_float_value (en, FLOAT_TYPE_ELAPSED_TIME, raw->elapsed_time);

         pack_float_value (en, FLOAT_TYPE_LIGHTNING_TIMER, raw->lightning_timer);

         pack_float_value (en, FLOAT_TYPE_START_TIME, raw->start_time);

			// time_of_day_resync

         pack_float_value (en, FLOAT_TYPE_TIME_OF_DAY_ACCELERATION, raw->time_of_day_acceleration);

			pack_float_value (en, FLOAT_TYPE_FOG_OF_WAR_MAXIMUM_VALUE, raw->fog_of_war_maximum_value);
		
			//
			// rain effect
			//

         pack_float_value (en, FLOAT_TYPE_WEATHER_RADIUS, raw->weather_radius);
         pack_float_value (en, FLOAT_TYPE_WEATHER_MODE_TRANSITIONAL_PERIOD, raw->weather_mode_transitional_period);
         pack_float_value (en, FLOAT_TYPE_WEATHER_MODE_TRANSITIONAL_STATUS, raw->weather_mode_transitional_status);

         pack_int_value (en, INT_TYPE_WEATHER_MODE, raw->weather_mode);
         pack_int_value (en, INT_TYPE_TARGET_WEATHER_MODE, raw->target_weather_mode);

			pack_vec3d (en, VEC3D_TYPE_WEATHER_POSITION, &raw->weather_position);
			pack_vec3d (en, VEC3D_TYPE_WEATHER_VELOCITY, &raw->weather_velocity);

			//
			// wind effect
			//

         pack_float_value (en, FLOAT_TYPE_WIND_EFFECT_RADIUS, raw->wind_effect_radius);
         pack_float_value (en, FLOAT_TYPE_WIND_GUSTING_VALUE, raw->wind_gusting_value);
         pack_float_value (en, FLOAT_TYPE_WIND_MINIMUM_SPEED, raw->wind_minimum_speed);
         pack_float_value (en, FLOAT_TYPE_WIND_MAXIMUM_SPEED, raw->wind_maximum_speed);

			pack_vec3d (en, VEC3D_TYPE_WIND_DIRECTION_VECTOR, &raw->wind_direction_vector);
			pack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_POSITION, &raw->wind_effect_position);
			pack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_VELOCITY, &raw->wind_effect_velocity);

			//

         pack_int_value (en, INT_TYPE_DAY_SEGMENT_TYPE, raw->day_segment_type);

			pack_float_value (en, FLOAT_TYPE_POPULATION_X_MIN, raw->population_x_min);
			pack_float_value (en, FLOAT_TYPE_POPULATION_X_MAX, raw->population_x_max);
			pack_float_value (en, FLOAT_TYPE_POPULATION_Z_MIN, raw->population_z_min);
			pack_float_value (en, FLOAT_TYPE_POPULATION_Z_MAX, raw->population_z_max);
		
			pack_int_value (en, INT_TYPE_CAMPAIGN_MEDAL, raw->campaign_medal);
		
			pack_int_value (en, INT_TYPE_CAMPAIGN_REQUIRES_APACHE_HAVOC, raw->campaign_requires_apache_havoc);

         pack_int_value (en, INT_TYPE_AUTO_ASSIGN_GUNSHIP, raw->auto_assign_gunship);

         pack_int_value (en, INT_TYPE_INFINITE_FUEL, raw->infinite_fuel);

         pack_int_value (en, INT_TYPE_INFINITE_WEAPONS, raw->infinite_weapons);

         pack_int_value (en, INT_TYPE_SUPPRESS_AI_FIRE, raw->suppress_ai_fire);

         pack_int_value (en, INT_TYPE_INVULNERABLE_FROM_COLLISIONS, raw->invulnerable_from_collisions);

         pack_int_value (en, INT_TYPE_INVULNERABLE_FROM_WEAPONS, raw->invulnerable_from_weapons);

			pack_int_value (en, INT_TYPE_CHEATS_ENABLED, raw->cheats_enabled);
		
         pack_int_value (en, INT_TYPE_SKIP_NIGHT_TIME, raw->skip_night_time);

         pack_int_value (en, INT_TYPE_WEATHER_INCREASING, raw->weather_increasing);

         pack_int_value (en, INT_TYPE_WIND_INCREASING, raw->wind_increasing);

         pack_int_value (en, INT_TYPE_LOCAL_WEATHER_MODEL, raw->local_weather_model);

         break;
      }

      ////////////////////////////////////////
      case PACK_MODE_BROWSE_SESSION:
      ////////////////////////////////////////
      {
         pack_entity_safe_ptr (en);

			pack_int_value (en, INT_TYPE_VERSION_NUMBER, raw->version_number);

         pack_list_root (en, LIST_TYPE_FORCE, &raw->force_root);

			// update_link

			// tour of duty time

         pack_float_value (en, FLOAT_TYPE_ELAPSED_TIME, raw->elapsed_time);

			// lightning_timer

         pack_float_value (en, FLOAT_TYPE_START_TIME, raw->start_time);

			// time_of_day_resync

			// time_of_day_acceleration

			// weather radius

			// weather_mode_transitional_period

			// weather_mode_transitional_status

         pack_int_value (en, INT_TYPE_WEATHER_MODE, raw->weather_mode);

			// target_weather_mode

			// weather position

			// weather velocity

         pack_int_value (en, INT_TYPE_DAY_SEGMENT_TYPE, raw->day_segment_type);

			pack_float_value (en, FLOAT_TYPE_POPULATION_X_MIN, raw->population_x_min);
			pack_float_value (en, FLOAT_TYPE_POPULATION_X_MAX, raw->population_x_max);
			pack_float_value (en, FLOAT_TYPE_POPULATION_Z_MIN, raw->population_z_min);
			pack_float_value (en, FLOAT_TYPE_POPULATION_Z_MAX, raw->population_z_max);
		
			pack_int_value (en, INT_TYPE_CAMPAIGN_REQUIRES_APACHE_HAVOC, raw->campaign_requires_apache_havoc);

			// infinite_weapons

			// skip_night_time

			// weather increasing

         break;
      }
	}
}
Example #6
0
static void pack_local_data (entity *en, pack_modes mode)
{
   ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES));

   switch (mode)
   {
      ////////////////////////////////////////
      case PACK_MODE_SERVER_SESSION:
      ////////////////////////////////////////
		{
			break;
		}
      ////////////////////////////////////////
      case PACK_MODE_CLIENT_SESSION:
      ////////////////////////////////////////
      {
         pilot
            *raw;

         raw = get_local_entity_data (en);

         pack_entity_type (get_local_entity_type (en));

         pack_entity_safe_ptr (en);

         //
         // pack data
         //

         pack_int_value (en, INT_TYPE_ENTITY_SUB_TYPE, raw->sub_type);

         pack_string (en, STRING_TYPE_PILOTS_NAME, raw->pilots_name);

         pack_int_value (en, INT_TYPE_PILOT_RANK, raw->rank);

         pack_int_value (en, INT_TYPE_KILLS, raw->kills);

         pack_int_value (en, INT_TYPE_UNIQUE_ID, raw->unique_id);

			// crew_role

         pack_list_root (en, LIST_TYPE_PILOT_LOCK, &raw->pilot_lock_root);

         pack_list_link (en, LIST_TYPE_AIRCREW, &raw->aircrew_link);

         pack_list_link (en, LIST_TYPE_PILOT, &raw->pilot_link);

         pack_list_link (en, LIST_TYPE_PLAYER_TASK, &raw->player_task_link);

         pack_int_value (en, INT_TYPE_SIDE, raw->side);

			pack_int_value (en, INT_TYPE_DIFFICULTY_LEVEL, raw->difficulty_level);

         break;
      }
      ////////////////////////////////////////
      case PACK_MODE_BROWSE_SESSION:
      ////////////////////////////////////////
      {
         pilot
            *raw;

         raw = get_local_entity_data (en);

         pack_entity_type (get_local_entity_type (en));

         pack_entity_safe_ptr (en);

         //
         // pack data
         //

         pack_int_value (en, INT_TYPE_ENTITY_SUB_TYPE, raw->sub_type);

         pack_string (en, STRING_TYPE_PILOTS_NAME, raw->pilots_name);

         pack_int_value (en, INT_TYPE_PILOT_RANK, raw->rank);

         pack_int_value (en, INT_TYPE_KILLS, raw->kills);

         pack_int_value (en, INT_TYPE_UNIQUE_ID, raw->unique_id);

			// crew_role

			// aircrew_link

         pack_list_link (en, LIST_TYPE_PILOT, &raw->pilot_link);

         pack_int_value (en, INT_TYPE_SIDE, raw->side);

			// difficulty level

         break;
      }
      ////////////////////////////////////////
      case PACK_MODE_UPDATE_ENTITY:
      ////////////////////////////////////////
      {
         break;
      }
   }
}