+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ stored_player[i].connected = FALSE;
+ stored_player[i].local = FALSE;
+ }
+ local_player->connected = TRUE;
+ local_player->local = TRUE;
+}
+
+void InitNetworkServer()
+{
+ int nr_wanted;
+
+ if (!network)
+ return;
+
+ nr_wanted = Request("Choose player", REQ_PLAYER | REQ_STAY_CLOSED);
+
+ if (!ConnectToServer(server_host, server_port))
+ Error(ERR_EXIT, "cannot connect to multiplayer server");
+
+ SendToServer_Nickname(local_player->alias_name);
+ SendToServer_ProtocolVersion();
+
+ if (nr_wanted)
+ SendToServer_NrWanted(nr_wanted);