CvPreGame::ReseatConnectedPlayers()
- Defined in
- CvPreGame.cpp, line 479
- Hook name
CivHooks::CvPreGame_ReseatConnectedPlayers
Hooks
static bool BeforeCvPreGame_ReseatConnectedPlayers();static void AfterCvPreGame_ReseatConnectedPlayers();static void ReplaceCvPreGame_ReseatConnectedPlayers(void (*original)());CivRegisterBefore<CivHooks::CvPreGame_ReseatConnectedPlayers>(host, &BeforeCvPreGame_ReseatConnectedPlayers);CivRegisterAfter<CivHooks::CvPreGame_ReseatConnectedPlayers>(host, &AfterCvPreGame_ReseatConnectedPlayers);CivRegisterReplace<CivHooks::CvPreGame_ReseatConnectedPlayers>(host, &ReplaceCvPreGame_ReseatConnectedPlayers);
Code
479void ReseatConnectedPlayers()480{//This function realigns network connected players into the correct slots for the current pregame data. (Typically after loading in saved data)481 //A network player's pregame data can and will be totally wrong until this function is run and the resulting net messages are processed.482 if(isNetworkMultiplayerGame()){483 int i = 0;484 for(i = 0; i < MAX_PLAYERS; ++i){485 // reseat the network connected player in this slot.486 if(gDLL->ReseatConnectedPlayer((PlayerTypes)i)){487 //a player needs to be reseated. We need to wait for the net message to come from the host. We will rerun ReseatConnectedPlayers then.488 return;489 }490 }491 }492}
Calls
- CvGlobals::getDLLIFace()
- CvPreGame::isNetworkMultiplayerGame()
ICvEngineUtility2::ReseatConnectedPlayer