protected override bool Handle_Network_Event( CNetworkEvent network_event )
        {
            if ( base.Handle_Network_Event( network_event ) )
            {
                return true;
            }

            switch ( network_event.NetworkEvent )
            {
                case ENetworkEvent.Disconnection:
                    CConnectedPlayerManager.Instance.Suspend_Connected_Player( network_event.ID );
                    return true;
            }

            return false;
        }
 protected virtual bool Handle_Network_Event( CNetworkEvent network_event )
 {
     return false;
 }
        protected override bool Handle_Network_Event( CNetworkEvent network_event )
        {
            if ( base.Handle_Network_Event( network_event ) )
            {
                return true;
            }

            switch ( network_event.NetworkEvent )
            {
                case ENetworkEvent.Connection_Success:
                    CClientResource.Output_Text( EClientTextID.Client_Connection_Success_Notice );
                    return true;

                case ENetworkEvent.Connection_Failure:
                    CClientResource.Output_Text( EClientTextID.Client_Connection_Failure_Notice );
                    return true;

                case ENetworkEvent.Disconnection:
                    Handle_Disconnection_Event();
                    return true;

                case ENetworkEvent.Unable_To_Send_Message:
                    CClientResource.Output_Text( EClientTextID.Client_Not_Connected_To_Server );
                    return true;
            }

            return false;
        }