Code: Select all
void CGame::CheckForceRecallTime(int iClientH)
Code: Select all
m_pClientList[ iClientH ]->m_iTimeLeft_ForceRecall = 1;
Code: Select all
m_pClientList[ iClientH ]->m_iTimeLeft_ForceRecall = iTL_;
Code: Select all
m_pClientList[ iClientH ]->m_bIsWarLocation = TRUE;
return;
Code: Select all
void CGame::RequestTeleportHandler(int iClientH, char * pData, char * cMapName, int dX, int dY)
Code: Select all
m_pClientList[ iClientH ]->m_bIsInsideEnemyBuilding = 0;
Code: Select all
m_pClientList[ iClientH ]->m_bIsInsideEnemyBuilding = TRUE;
Code: Select all
void CGame::RequestInitDataHandler(int iClientH, char * pData, char cKey, BOOL bIsResurrected)
Code: Select all
m_pClientList[ iClientH ]->m_bIsInsideEnemyBuilding = FALSE;
Code: Select all
m_pClientList[ iClientH ]->m_bIsInsideEnemyBuilding = TRUE;