/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
boolean getTeamMode_EM()
{
- return game.team_mode;
+ return game.team_mode || network_playing;
}
int getGameFrameDelay_EM(int native_em_game_frame_delay)
SetFontStatus(-1);
}
+void SetLevelSetInfo(char *identifier, int level_nr)
+{
+ setString(&levelset.identifier, identifier);
+
+ levelset.level_nr = level_nr;
+}
+
boolean CheckIfPlayfieldViewportHasChanged()
{
// if game status has not changed, playfield viewport has not changed either