Added missing netcode from main.c -- now skirmish (including Jockey) works
correctly.
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parent
06371ecc45
commit
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1 changed files with 13 additions and 3 deletions
16
src/main.c
16
src/main.c
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@ -758,18 +758,19 @@ int main(int argc, char *argv[])
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// SetLevelToLoad(AVP_ENVIRONMENT_TEMPLE); /* starting alien level */
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// SetLevelToLoad(AVP_ENVIRONMENT_INVASION_A);
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// AvP.PlayerType = I_Marine;
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AvP.PlayerType = I_Marine;
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// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
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// SetLevelToLoad(AVP_ENVIRONMENT_COLONY);
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AvP.PlayerType = I_Predator;
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SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
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// AvP.PlayerType = I_Predator;
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// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
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// SetLevelToLoad(AVP_ENVIRONMENT_TEMPLE_P);
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// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
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// SetLevelToLoad(AVP_ENVIRONMENT_SUBWAY_MP);
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// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_COOP); /* coop/skirmish */
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SetLevelToLoad(AVP_ENVIRONMENT_JOCKEY_COOP);
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// SetLevelToLoad(AVP_ENVIRONMENT_E3DEMOSP); /* demo level */
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#endif
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@ -810,6 +811,15 @@ while(AvP_MainMenus())
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ResetFrameCounter();
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if(AvP.Network!=I_No_Network)
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{
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/*Need to choose a starting position for the player , but first we must look
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through the network messages to find out which generator spots are currently clear*/
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netGameData.myGameState = NGS_Playing;
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MinimalNetCollectMessages();
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TeleportNetPlayerToAStartingPosition(Player->ObStrategyBlock,1);
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}
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/* IngameKeyboardInput_ClearBuffer(); NOT YET */
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while(AvP.MainLoopRunning) {
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