Removes code duplication.
} //stop game
case NP_newPlayer:
{
- char teams[10][7] = { "", "Green", "Cyan", "Blue", "Purple",
- "Red", "Grey", "White", "*Orange" };
-
if (net.uid>maxPlayer) maxPlayer = net.uid;
memcpy(&Players[net.uid], net.data, net.size);
ClearField(net.uid);
Message("%s joined the game", Players[net.uid].name);
else
Message("%s joined %s team", Players[net.uid].name,
- teams[Players[net.uid].team]);
+ teamname[Players[net.uid].team]);
if (Players[net.uid].flags & SCF_paused) {
game_setpaused();
} //player has paused
EXT short port; // => just in client.c, parameter to inet connect
+static const char teamname[10][7] = {
+ "", "Green", "Cyan", "Blue", "Purple",
+ "Red", "Grey", "White", "*Orange"
+};
+
#endif //__NETRIS_H
int playersReady = 0;
bool paused = 1;
int i;
- char teams[10][7] = {
- "", "Green", "Cyan", "Blue", "Purple",
- "Red", "Grey", "White", "*Orange"
- };
do {
switch (WaitMyEvent(&event, EM_any)) {
event.u.net.sender,
Players[event.u.net.sender].name,
Players[event.u.net.sender].host,
- teams[Players[event.u.net.sender].team]);
+ teamname[Players[event.u.net.sender].team]);
if (++playersReady >= minplayers) {
if (Game.started > 1)
SendPacketTo(event.u.net.sender, 0,