Searched refs:NET_CONNECTING (Results 1 – 8 of 8) sorted by relevance
17 NET_CONNECTING, // Server doesn't use this state, only client side enumerator26 case NET_CONNECTING: return "NET_CONNECTING"; in NetStateString()
95 NET_CONNECTING, enumerator
216 mStrings[NET_CONNECTING] = "connecting to server ..."; in setDefault()
176 imgui.doText(GEN_ID, Vector2( 100, 55 ), TextManager::NET_CONNECTING); in step_impl()
1136 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()
251 if (client->iNetStatus != NET_CONNECTING) { in ParseConnected()
160 } else if (cClient->getStatus() == NET_CONNECTING) { in ReadGameStateForReport()
1705 if(cClient->getStatus() == NET_CONNECTING) return S_CLICONNECTING; in currentGameState()