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Searched refs:MAX_CONNECTED_PLAYERS (Results 1 – 3 of 3) sorted by relevance

/dports/games/warzone2100/warzone2100/lib/netplay/
H A Dnettypes.cpp52 static NetQueuePair *netQueues[MAX_CONNECTED_PLAYERS] = {nullptr, nullptr, nullptr, nullptr, nullpt…
72 …STATIC_ASSERT(MAX_PLAYERS == MAX_CONNECTED_PLAYERS); // Things might break if each connected play… in NETsetPacketDir()
332 ASSERT(player < MAX_CONNECTED_PLAYERS, "Huh?"); in NETnetQueue()
H A Dnetplay.cpp492 for (unsigned i = 0; i < MAX_CONNECTED_PLAYERS; ++i) in NET_InitPlayers()
1368 for (i = 0; i < MAX_CONNECTED_PLAYERS; i++) in NETclose()
1483 ASSERT_OR_RETURN(false, player < MAX_CONNECTED_PLAYERS, "Wrong queue index."); in NETsend()
1498 int lastPlayer = player == NET_ALL_PLAYERS ? MAX_CONNECTED_PLAYERS - 1 : player; in NETsend()
1590 for (int player = 0; player < MAX_CONNECTED_PLAYERS; ++player) in NETflush()
2040 for (current = 0; current < MAX_CONNECTED_PLAYERS; ++current) in NETrecvNet()
2083 for (current = 0; current < MAX_CONNECTED_PLAYERS; ++current) in NETrecvNet()
3186 for (j = 0; j < MAX_CONNECTED_PLAYERS; ++j) in NETallowJoining()
3204 for (j = 0; j < MAX_CONNECTED_PLAYERS; ++j) in NETallowJoining()
3297 for (unsigned i = 0; i < MAX_CONNECTED_PLAYERS; ++i) in NEThostGame()
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H A Dnetplay.h144 #define MAX_CONNECTED_PLAYERS MAX_PLAYERS macro