// init networking code regardless of whether driver is available or not ------ // PRIVATE int InitNetCode() { //NOTE: // these initializations even have to be done if // only simulated networking is available. #ifdef LINKED_PROTOCOL_GAMESERVER // if running gameserver, init the internal minor protocol version clsv_protocol_minor_internal = CLSV_PROTOCOL_MINOR; #endif if ( !netcode_init_done ) { // no other players yet NET_InitRemotePlayerTables(); // init remote event list NET_RmEvListReset(); // allocate received packets chain if ( !AllocPacketsChain() ) { return FALSE; } netcode_init_done = TRUE; } return TRUE; }
// init networking code regardless of whether driver is available or not ------ // PRIVATE int InitNetCode() { //NOTE: // these initializations even have to be done if // only simulated networking is available. if ( !netcode_init_done ) { // no other players yet NET_InitRemotePlayerTables(); // init remote event list NET_RmEvListReset(); // allocate received packets chain if ( !AllocPacketsChain() ) { return FALSE; } netcode_init_done = TRUE; } return TRUE; }