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added separate network info structure for network options and setup values
[rocksndiamonds.git]
/
src
/
tools.c
diff --git
a/src/tools.c
b/src/tools.c
index f06ddb8efbb5333c0359667199131c4c6c443c29..7e80c6f8a97183964dd159c66507f922221d8773 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-4394,7
+4394,7
@@
static boolean RequestDoor(char *text, unsigned int req_state)
#if defined(NETWORK_AVALIABLE)
/* pause network game while waiting for request to answer */
#if defined(NETWORK_AVALIABLE)
/* pause network game while waiting for request to answer */
- if (
options.network
&&
+ if (
network.enabled
&&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
@@
-4536,7
+4536,7
@@
static boolean RequestDoor(char *text, unsigned int req_state)
#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
- if (
options.network
&&
+ if (
network.enabled
&&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
@@
-4564,7
+4564,7
@@
static boolean RequestEnvelope(char *text, unsigned int req_state)
#if defined(NETWORK_AVALIABLE)
/* pause network game while waiting for request to answer */
#if defined(NETWORK_AVALIABLE)
/* pause network game while waiting for request to answer */
- if (
options.network
&&
+ if (
network.enabled
&&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
@@
-4623,7
+4623,7
@@
static boolean RequestEnvelope(char *text, unsigned int req_state)
#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
- if (
options.network
&&
+ if (
network.enabled
&&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();