network_player_action_received = FALSE;
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
#endif
*/
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
/* last chance to get network player actions without main loop delay */
HandleNetworking();
#endif
stored_player[i].effective_action = stored_player[i].action;
}
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
#endif
Request("Do you really want to quit the game ?",
REQ_ASK | REQ_STAY_CLOSED))
{
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
if (options.network)
SendToServer_StopPlaying();
else
case GAME_CTRL_ID_PAUSE:
if (options.network)
{
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
case GAME_CTRL_ID_PLAY:
if (tape.pausing)
{
-#ifndef MSDOS
+#if !defined(MSDOS) && !defined(WIN32)
if (options.network)
SendToServer_ContinuePlaying();
else