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moved (and renamed) global variable to game structure (AllPlayersGone)
[rocksndiamonds.git]
/
src
/
tools.c
diff --git
a/src/tools.c
b/src/tools.c
index 251bfbe08f6c8c296cae27dc85ec5c868fdc754b..5adfc32580e8e5a1526bead2df82da0fa7dc05f0 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-4581,7
+4581,7
@@
static boolean RequestDoor(char *text, unsigned int req_state)
// pause network game while waiting for request to answer
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
// pause network game while waiting for request to answer
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
- !
AllPlayersG
one &&
+ !
game.all_players_g
one &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
@@
-4722,7
+4722,7
@@
static boolean RequestDoor(char *text, unsigned int req_state)
// continue network game after request
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
// continue network game after request
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
- !
AllPlayersG
one &&
+ !
game.all_players_g
one &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
@@
-4749,7
+4749,7
@@
static boolean RequestEnvelope(char *text, unsigned int req_state)
// pause network game while waiting for request to answer
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
// pause network game while waiting for request to answer
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
- !
AllPlayersG
one &&
+ !
game.all_players_g
one &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
@@
-4807,7
+4807,7
@@
static boolean RequestEnvelope(char *text, unsigned int req_state)
// continue network game after request
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
// continue network game after request
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
- !
AllPlayersG
one &&
+ !
game.all_players_g
one &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();