Searched refs:MAX_CONNECTED_PLAYERS (Results 1 – 3 of 3) sorted by relevance
52 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()
492 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()[all …]
144 #define MAX_CONNECTED_PLAYERS MAX_PLAYERS macro