+ initNetworkBufferForWriting(write_buffer, OP_NUMBER_WANTED, 0);
+
+ putNetworkBuffer8BitInteger(write_buffer, nr_wanted);
+
+ SendNetworkBufferToServer(write_buffer);
+}
+
+void SendToServer_LevelFile(void)
+{
+ initNetworkBufferForWriting(write_buffer, OP_LEVEL_FILE, 0);
+
+ putNetworkBufferString( write_buffer, leveldir_current->identifier);
+ putNetworkBuffer16BitInteger(write_buffer, level.file_info.nr);
+ putNetworkBuffer8BitInteger( write_buffer, level.file_info.type);
+ putNetworkBuffer8BitInteger( write_buffer, level.file_info.packed);
+ putNetworkBufferString( write_buffer, level.file_info.basename);
+ putNetworkBufferFile( write_buffer, level.file_info.filename);
+ putNetworkBuffer8BitInteger( write_buffer, level.use_custom_template);
+
+ if (level.use_custom_template)
+ {
+ putNetworkBufferString(write_buffer, level_template.file_info.basename);
+ putNetworkBufferFile( write_buffer, level_template.file_info.filename);
+ }
+
+ SendNetworkBufferToServer(write_buffer);
+
+ setString(&network_level.leveldir_identifier, leveldir_current->identifier);
+
+ // the sending client does not use network level files (but the real ones)
+ network_level.use_network_level_files = FALSE;
+
+#if 0
+ Debug("network:client", "'%s'", leveldir_current->identifier);
+ Debug("network:client", "'%d'", level.file_info.nr);
+ Debug("network:client", "'%d'", level.file_info.type);
+ Debug("network:client", "'%d'", level.file_info.packed);
+ Debug("network:client", "'%s'", level.file_info.basename);
+ Debug("network:client", "'%s'", level.file_info.filename);
+
+ if (level.use_custom_template)
+ Debug("network:client", "'%s'", level_template.file_info.filename);
+#endif
+}
+
+void SendToServer_StartPlaying(void)
+{
+ unsigned int new_random_seed = InitRND(level.random_seed);
+
+ initNetworkBufferForWriting(write_buffer, OP_START_PLAYING, 0);
+
+ putNetworkBufferString( write_buffer, leveldir_current->identifier);
+ putNetworkBuffer16BitInteger(write_buffer, level_nr);
+ putNetworkBuffer32BitInteger(write_buffer, new_random_seed);
+
+ SendNetworkBufferToServer(write_buffer);
+}
+
+void SendToServer_PausePlaying(void)
+{
+ initNetworkBufferForWriting(write_buffer, OP_PAUSE_PLAYING, 0);