/* initial null action */
- SendToServer_MovePlayer(MV_NO_MOVING);
+ if (network)
+ SendToServer_MovePlayer(MV_NO_MOVING);
/* main game synchronization point */
WaitUntilDelayReached(&action_delay, action_delay_value);
- if (!standalone && !network_player_action_received)
+ if (network && !network_player_action_received)
{
/*
#ifdef DEBUG
else
recorded_player_action = NULL;
- if (!standalone)
+ if (network)
SendToServer_MovePlayer(player_action);
for(i=0; i<MAX_PLAYERS; i++)
{
int actual_player_action =
- (standalone ? player_action : network_player_action[i]);
+ (network ? network_player_action[i] : player_action);
/*
int actual_player_action = network_player_action[i];
actual_player_action = 0;
*/
- if (standalone && i != TestPlayer)
+ if (!network && i != TestPlayer)
actual_player_action = 0;
/* TEST TEST TEST */
if (!IN_LEV_FIELD(new_jx,new_jy))
return(MF_NO_ACTION);
- if (standalone && !AllPlayersInSight(player, new_jx,new_jy))
+ if (!network && !AllPlayersInSight(player, new_jx,new_jy))
return(MF_NO_ACTION);
element = MovingOrBlocked2Element(new_jx,new_jy);
*/
if (moved & MF_MOVING && !ScreenMovPos &&
- (player == local_player || standalone))
+ (player == local_player || !network))
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
int offset = (scroll_delay_on ? 3 : 0);
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
- if (standalone && !AllPlayersInVisibleScreen())
+ if (!network && !AllPlayersInVisibleScreen())
{
scroll_x = old_scroll_x;
scroll_y = old_scroll_y;