Searched refs:nodeingame (Results 1 – 7 of 7) sorted by relevance
44 boolean nodeingame[MAXNETNODES]; /* set false as nodes leave game */ variable262 if (!nodeingame[netnode]) in GetPackets()264 nodeingame[netnode] = false; in GetPackets()414 if (nodeingame[i]) in NetUpdate()574 nodeingame[i] = false; in D_CheckNetGame()599 nodeingame[i] = true; in D_CheckNetGame()632 if (nodeingame[j]) in D_QuitNetGame()678 if (nodeingame[i]) in TryRunTics()753 if (nodeingame[i] && nettics[i] < lowtic) in TryRunTics()
51 boolean nodeingame[MAXNETNODES]; // set false as nodes leave game variable303 if (!nodeingame[netnode]) in GetPackets()305 nodeingame[netnode] = false; in GetPackets()454 if (nodeingame[i]) in NetUpdate()696 nodeingame[i] = false; in D_CheckNetGame()732 nodeingame[i] = true; in D_CheckNetGame()765 if (nodeingame[j]) in D_QuitNetGame()811 if (nodeingame[i]) in TryRunTics()878 if (nodeingame[i] && nettics[i] < lowtic) in TryRunTics()
323 memset (nodeingame, 0, sizeof(nodeingame)); in Net_ClearBuffers()330 nodeingame[0] = true; in Net_ClearBuffers()482 if (nodeingame[i]) in HSendPacket()672 if (nodeingame[netnode]) in PlayerIsGone()676 if (nodeingame[i]) in PlayerIsGone()1119 if (!nodeingame[i]) in NetUpdate()1445 if (!nodeingame[node]) in DoArbitrate()1665 nodeingame[i] = false; in D_CheckNetGame()1735 nodeingame[i] = true; in D_CheckNetGame()1787 if (nodeingame[j]) in D_QuitNetGame()[all …]
43 extern boolean nodeingame[MAXNETNODES]; // Set false as nodes leave game
2198 if (nodeingame[i]) in CL_ConnectToServer()2483 nodeingame[node] = false; in CL_RemovePlayer()3174 nodeingame[node] = false; in ResetNode()3224 nodeingame[0] = true; in SV_ResetServer()3282 if (nodeingame[i]) in D_QuitNetGame()3318 nodeingame[node] = true; in SV_AddNode()3682 if (!nodeingame[node]) in HandleConnect()4250 nodeingame[node] = false; in HandlePacketFromPlayer()4432 if (nodeingame[node]) in GetPackets()4630 if (nodeingame[n]) in SV_SendTics()[all …]
484 if (!(nodeingame[j] || SendingFile(j))) in cleanupnodes()523 if (!(nodeconnected[i] || nodeingame[i])) in Command_Numnodes()528 if (nodeingame[i]) in Command_Numnodes()540 if (nodeingame[i]) in Command_Numnodes()
592 luafiletransfers->nodestatus[i] = (nodeingame[i] ? LFTNS_WAITING : LFTNS_NONE); in SV_PrepareSendLuaFile()