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@ -341,7 +341,9 @@ do_playerid (struct pkg_playerid *p_id, _net_addr * addr)
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/* Check if we have to make a network test.. only client to client
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* we won't check 2 players too because i't won't be possible to send
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* something to them. Start the timer for the connection test. */
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* something to them.
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*
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* Check only as long as pl->state is still not a network player */
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if (GT_MP_PTPS && !(PS_IS_netplayer (pl->state)) && (PS_IS_netplayer (p_id->state))
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&& p_id->pl_nr != bman.p_servnr && p_id->pl_nr != bman.p_nr
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&& !(pl->net.flags & NETF_local2) && p_id->pl_nr != bman.p2_nr) {
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@ -375,7 +377,16 @@ do_playerid (struct pkg_playerid *p_id, _net_addr * addr)
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net_send_playerid (addr->pl_nr);
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}
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// d_playerdetail ("*** PLAYER List ***");
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/*
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* if we are already in a game don't let the player change the gfx */
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else if (GT_MP_PTPM && p_id->pl_nr >= 0 && p_id->pl_nr < MAX_PLAYERS &&
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p_id->pl_nr != bman.p_nr && p_id->pl_nr != bman.p2_nr && bman.state != GS_wait) {
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/* Send all connected players the new PlayerID */
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if (GT_MP_PTPM && GS_WAITRUNNING && addr->pl_nr >= 0 && addr->pl_nr < MAX_PLAYERS)
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net_send_playerid (addr->pl_nr);
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}
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// d_playerdetail ("*** PLAYER List ***");
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team_update ();
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bman.updatestatusbar = 1;
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};
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