void gameseq_remove_unused_players() { int i; // 'Remove' the unused players #ifdef NETWORK if (Game_mode & GM_MULTI) { for (i=0; i < NumNetPlayerPositions; i++) { if ((!Players[i].connected) || (i >= N_players)) { multi_make_player_ghost(i); } } } else #endif { // Note link to above if!!! for (i=1; i < NumNetPlayerPositions; i++) { obj_delete(Players[i].objnum); } } }
void gameseq_remove_unused_players() { int i; // 'Remove' the unused players #ifdef NETWORK if (Game_mode & GM_MULTI) { for (i=0; i < NumNetPlayerPositions; i++) { if ((!Players[i].connected) || (i >= N_players)) { #ifndef NDEBUG // mprintf((0, "Ghosting player ship %d.\n", i+1)); #endif multi_make_player_ghost(i); } } } else #endif { // Note link to above if!!! #ifndef NDEBUG mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions)); #endif for (i=1; i < NumNetPlayerPositions; i++) { obj_delete(Players[i].objnum); } } }