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Searched refs:netStartingUp (Results 1 – 5 of 5) sorted by relevance

/dports/games/alephone/alephone-release-20190331/Source_Files/Network/
H A Dnetwork.h168 netStartingUp, /* waiting for everyone to report (via NetSync) and begin queueing commands */ enumerator
H A DStarGameProtocol.cpp155 if(*sNetStatePtr == netStartingUp || *sNetStatePtr == netActive) in UnSync()
H A Dnetwork.cpp795 …if (netState == netJoining || netState == netWaiting || netState == netStartingUp || netState == n… in handleClientInfoMessage()
848 if (netState == netStartingUp || netState == netDown) { in handleLuaMessage()
867 if (netState == netStartingUp || netState == netDown) { in handleMapMessage()
929 if (netState == netStartingUp || netState == netDown) { in handlePhysicsMessage()
1012 handlerState = netStartingUp; in handleTopologyMessage()
2447 netState = netStartingUp; in NetUpdateJoinState()
H A DRingGameProtocol.cpp702 *sNetStatePtr= netStartingUp; in Sync()
757 if (*sNetStatePtr==netStartingUp || *sNetStatePtr==netActive) in UnSync()
1677 case netStartingUp: in NetCheckResendRingPacket()
H A Dnetwork_dialogs.cpp696 case netStartingUp: // the game is starting up (we have the network topography) in gathererSearch()