bool CEventHandler::GameSetup(const string& state, bool& ready, const map<int, string>& playerStates) { // reverse order, user has the override const int count = listGameSetup.size(); for (int i = (count - 1); i >= 0; i--) { CEventClient* ec = listGameSetup[i]; if (ec->GameSetup(state, ready, playerStates)) { return true; } } return false; }
bool CEventHandler::GameSetup(const string& state, bool& ready, const map<int, string>& playerStates) { EVENTHANDLER_CHECK(GameSetup, false); // reverse order, user has the override for (int i = (count - 1); i >= 0; i--) { CEventClient* ec = listGameSetup[i]; if (ec->GameSetup(state, ready, playerStates)) { return true; } } return false; }