bool ScreenWaitForRemotePlayers(void) { // Explicitly ask for player definitions NetClientSendMsg(&gNetClient, MSG_REQUEST_PLAYERS, NULL); return ScreenWait( "Waiting for server players...", CheckRemotePlayersComplete); }
bool ScreenWaitForCampaignDef(void) { char buf[256]; uint32_t ip = gNetClient.peer->address.host; sprintf(buf, "Connecting to %d.%d.%d.%d:%d...", ip & 0xff, (ip >> 8) & 0xff, (ip >> 16) & 0xff, ip >> 24, gNetClient.peer->address.port); return ScreenWait(buf, CheckCampaignDefComplete); }
bool ScreenWaitForCampaignDef(void) { char buf[256]; char ipbuf[256]; enet_address_get_host_ip(&gNetClient.peer->address, ipbuf, sizeof ipbuf); sprintf(buf, "Connecting to %s:%u...", ipbuf, gNetClient.peer->address.port); return ScreenWait(buf, CheckCampaignDefComplete, NULL); }
bool ScreenWaitForGameStart(void) { return ScreenWait("Waiting for game start...", CheckGameStart); }
bool ScreenWaitForNewPlayers(void) { return ScreenWait("Registering players...", CheckNewPlayersComplete); }