Added missing netcode from main.c -- now skirmish (including Jockey) works

correctly.
This commit is contained in:
Steven Fuller 2001-11-05 03:31:21 +00:00 committed by Patryk Obara
parent 06371ecc45
commit f0647dd7c8

View file

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