#include "../main.h" extern CNetGame *pNetGame; //---------------------------------------------------- CPlayerPool::CPlayerPool() { field_7163 = 0; field_8107 = 0; // loop through and initialize all net players to null and slot states to false for(PLAYERID playerId = 0; playerId < MAX_PLAYERS; playerId++) { m_bPlayerSlotState[playerId] = FALSE; field_7167[playerId] = 0; field_810B[playerId] = 0; } } //---------------------------------------------------- CPlayerPool::~CPlayerPool() { for(PLAYERID playerId = 0; playerId < MAX_PLAYERS; playerId++) { Delete(playerId,0); } } //---------------------------------------------------- BOOL CPlayerPool::New(PLAYERID playerId, PCHAR szPlayerName) { m_bPlayerSlotState[playerId] = TRUE; strcpy(m_szPlayerNames[playerId], szPlayerName); pNetGame->SetPlayerAdded(playerId, FALSE); return TRUE; } //---------------------------------------------------- BOOL CPlayerPool::Delete(PLAYERID playerId, BYTE byteReason) { m_bPlayerSlotState[playerId] = FALSE; pNetGame->SetPlayerAdded(playerId, FALSE); return TRUE; } //---------------------------------------------------- BOOL CPlayerPool::Process() { return TRUE; } //----------------------------------------------------