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Searched refs:NET_CONNECTING (Results 1 – 8 of 8) sorted by relevance

/dports/games/openlierox/OpenLieroX/include/
H A DConsts.h17 NET_CONNECTING, // Server doesn't use this state, only client side enumerator
26 case NET_CONNECTING: return "NET_CONNECTING"; in NetStateString()
/dports/games/blobby/blobby-1.0/src/
H A DTextManager.h95 NET_CONNECTING, enumerator
H A DTextManager.cpp216 mStrings[NET_CONNECTING] = "connecting to server ..."; in setDefault()
/dports/games/blobby/blobby-1.0/src/state/
H A DLobbyState.cpp176 imgui.doText(GEN_ID, Vector2( 100, 55 ), TextManager::NET_CONNECTING); in step_impl()
/dports/games/openlierox/OpenLieroX/src/client/
H A DCClient.cpp1136 if(iNetStatus == NET_DISCONNECTED || iNetStatus == NET_CONNECTING) in ReadPackets()
1288 iNetStatus = NET_CONNECTING; in Connect()
1371 iNetStatus = NET_CONNECTING; in Reconnect()
1385 if(iNetStatus != NET_CONNECTING || !bConnectingBehindNat) in ConnectingBehindNAT()
1534 if(iNetStatus != NET_CONNECTING) in Connecting()
H A DCClient_Parse.cpp251 if (client->iNetStatus != NET_CONNECTING) { in ParseConnected()
/dports/games/openlierox/OpenLieroX/src/common/
H A DDebug.cpp160 } else if (cClient->getStatus() == NET_CONNECTING) { in ReadGameStateForReport()
/dports/games/openlierox/OpenLieroX/src/
H A Dmain.cpp1705 if(cClient->getStatus() == NET_CONNECTING) return S_CLICONNECTING; in currentGameState()