void CNetworkManager::Process() { // Get our file transfer manager CFileTransferManager * pFileTransferManager = g_pClient->GetFileTransfer(); // If our file transfer class exists process it if(pFileTransferManager) pFileTransferManager->Process(); // Have we joined a server and not joined a game yet? if(m_bJoinedServer && !m_bJoinedGame) { // Get our local player CLocalPlayer * pLocalPlayer = g_pClient->GetLocalPlayer(); // Is the file transfer list empty? if(pFileTransferManager->IsComplete() && pLocalPlayer->IsConnectFinished()) { // Flag ourselves as joined a game m_bJoinedGame = true; // Respawn the local player pLocalPlayer->Respawn(); } } if(!m_pNetClient) return; // Process the net client m_pNetClient->Process(); // Are we connected to a server? if(m_pNetClient->IsConnected()) { // If our streamer exists, process it CStreamer * pStreamer = g_pClient->GetStreamer(); if(pStreamer) pStreamer->Pulse(); // Is our script timer manager exists, process it CScriptTimerManager * pScriptTimerManager = g_pClient->GetClientScriptManager()->GetScriptTimerManager(); if(pScriptTimerManager) pScriptTimerManager->Pulse(); // If our player manager exists process it CPlayerManager * pPlayerManager = g_pClient->GetPlayerManager(); if(pPlayerManager) pPlayerManager->Pulse(); // If our vehicle manager exists process it CVehicleManager * pVehicleManager = g_pClient->GetVehicleManager(); if(pVehicleManager) pVehicleManager->Pulse(); // If our checkpoint manager exists process it CCheckpointManager * pCheckpointManager = g_pClient->GetCheckpointManager(); if(pCheckpointManager) pCheckpointManager->Pulse(); // If our object manager exists process it CObjectManager * pObjectManager = g_pClient->GetObjectManager(); if(pObjectManager) pObjectManager->Process(); // Process the audio manager CAudioManager * pAudioManager = g_pClient->GetAudioManager(); if(pAudioManager) pAudioManager->Process(); // Process the actor manager CActorManager * pActorManager = g_pClient->GetActorManager(); if(pActorManager) pActorManager->Process(); } }