// join game (enter game from entry mode in already allocated slot) ----------- // int NETs_Join() { ASSERT( NetConnected && !NetJoined ); ASSERT( LocalPlayerId >= 0 && LocalPlayerId < MAX_NET_PROTO_PLAYERS ); ASSERT( Player_Status[ LocalPlayerId ] == PLAYER_CONNECTED ); { // update player status Player_Status[ LocalPlayerId ] = PLAYER_JOINED; Player_Ship [ LocalPlayerId ] = MyShip; Player_ShipId[ LocalPlayerId ] = SHIPID_LOCALPLAYER; // set global flags NetJoined = TRUE; //HaveFullPlayerState = FALSE; //FIXME Put this back one day when the server actually verifies this stuff (which it currently doesn't) //but for now this fixes/works around stargate jump sync issues HaveFullPlayerState = TRUE; // open stargate if ( !AUX_DISABLE_LOCAL_STARGATE ) { SFX_CreateStargate( MyShip ); } // record join Record_Join(); } // store the message # that contains this state change g_dwLastStatusChangeMsg = ServerStream.GetNextOutMessageId(); // send join message to server DBGTXT( MSGOUT( "sending join message to server." ); );
// join game (enter game from entry mode in already allocated slot) ----------- // int NETs_Join() { ASSERT( NetConnected && !NetJoined ); ASSERT( LocalPlayerId >= 0 && LocalPlayerId < MAX_NET_PROTO_PLAYERS ); ASSERT( Player_Status[ LocalPlayerId ] == PLAYER_CONNECTED ); { // update player status Player_Status[ LocalPlayerId ] = PLAYER_JOINED; Player_Ship [ LocalPlayerId ] = MyShip; Player_ShipId[ LocalPlayerId ] = SHIPID_LOCALPLAYER; // set global flags NetJoined = TRUE; HaveFullPlayerState = FALSE; // open stargate if ( !AUX_DISABLE_LOCAL_STARGATE ) { SFX_CreateStargate( MyShip ); } // record join Record_Join(); } // store the message # that contains this state change g_dwLastStatusChangeMsg = ServerStream.GetNextOutMessageId(); // send join message to server DBGTXT( MSGOUT( "sending join message to server." ); );