Searched refs:MSG_SOCK_LIMIT_CONNECT (Results 1 – 2 of 2) sorted by relevance
151 #define MSG_SOCK_LIMIT_CONNECT MSG_SOCK_SESSION_DONE macro155 #define MSG_NET_GAME_CLIENT_JOIN MSG_SOCK_LIMIT_CONNECT + 1156 #define MSG_NET_GAME_CLIENT_SYNCSTART MSG_SOCK_LIMIT_CONNECT + 2158 #define MSG_NET_GAME_CLIENT_START MSG_SOCK_LIMIT_CONNECT + 4160 #define MSG_NET_GAME_CLIENT_HAND_END MSG_SOCK_LIMIT_CONNECT + 6161 #define MSG_NET_GAME_CLIENT_END MSG_SOCK_LIMIT_CONNECT + 7163 #define MSG_NET_GAME_SERVER_START MSG_SOCK_LIMIT_CONNECT + 8165 #define MSG_NET_GAME_SERVER_HAND_END MSG_SOCK_LIMIT_CONNECT + 10166 #define MSG_NET_GAME_SERVER_ROUND MSG_SOCK_LIMIT_CONNECT + 11167 #define MSG_NET_GAME_SERVER_ACTION MSG_SOCK_LIMIT_CONNECT + 12[all …]
86 progressBar->setValue(actionID*(100/MSG_SOCK_LIMIT_CONNECT)); in refresh()88 if (actionID == MSG_SOCK_LIMIT_CONNECT) in refresh()