// client.cpp, mostly network related client game code #include "engine.hh" bool multiplayer(bool msg) { return false; } bool isconnected(bool attempt, bool local) { return haslocalclients(); } void trydisconnect() { if(haslocalclients()) localdisconnect(); else conoutf("not connected"); } ICOMMAND(disconnect, "", (), trydisconnect()); ICOMMAND(localconnect, "", (), { if(!isconnected()) localconnect(); }); ICOMMAND(localdisconnect, "", (), { if(haslocalclients()) localdisconnect(); }); void localservertoclient(int chan, ENetPacket *packet) // processes any updates from the server { packetbuf p(packet); game::parsepacketclient(chan, p); } void sendclientpacket(ENetPacket *packet, int chan) { localclienttoserver(chan, packet); } void clientkeepalive() {} void gets2c() {} void neterr(const char *s, bool disc) { conoutf(CON_ERROR, "\f3illegal network message (%s)", s); if(disc) localdisconnect(); }