{
int client_nr = buffer[0];
int index_nr = client_nr - 1;
- boolean stopped_by_remote_player = (index_nr != local_player->index_nr);
+ struct PlayerInfo *client_player = &stored_player[index_nr];
+ boolean stopped_by_remote_player = (!client_player->connected_locally);
char *message = (buffer[2] == NETWORK_STOP_BY_PLAYER ?
"Network game stopped by player!" :
buffer[2] == NETWORK_STOP_BY_ERROR ?
SDLNet_TCP_DelSocket(rfds, sfd);
SDLNet_TCP_Close(sfd);
- network.enabled = FALSE;
network_playing = FALSE;
+ network.enabled = FALSE;
+ network.connected = FALSE;
+
+ setup.network_mode = FALSE;
+
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].connected_network = FALSE;
}