void ClientSystem::connect(std::string host, int port) { // // Tell scripting there is no player entity until we finish logging in // ScriptEngineManager::getGlobal()->call("setPlayerUniqueId", ScriptEngineManager::getNull()); editingAlone = false; currHost = host; currPort = port; connectserv((char *)host.c_str(), port, ""); }
void ClientSystem::connect(const char *host, int port) { editingAlone = false; connectserv((char *)host, port, ""); }