void SynchronizeStateAll(PlayerPersistantInfo.E_State state) { foreach (PlayerPersistantInfo ppi in PPIs) { ppi.State = state; } LocalPPI.State = state; }
public void ServerSetState(uLink.NetworkPlayer player, PlayerPersistantInfo.E_State state, bool Synchronize) { #if !DEADZONE_CLIENT PlayerPersistantInfo ppi = GetPPI(player); ppi.State = state; Server.Printf("PPI " + ppi.Name + " " + state); NetworkView.RPC("SynchronizeStatePlayer", uLink.RPCMode.Others, player, state); #endif }
void SynchronizeStatePlayer(uLink.NetworkPlayer player, PlayerPersistantInfo.E_State state) { PlayerPersistantInfo ppi = GetPPI(player); ppi.State = state; if (LocalPPI.Player == player) { LocalPPI.State = state; } }
public void ServerSetState(PlayerPersistantInfo.E_State state, bool Synchronize) { #if !DEADZONE_CLIENT foreach (PlayerPersistantInfo ppi in PPIs) { ppi.State = state; } NetworkView.RPC("SynchronizeStateAll", uLink.RPCMode.Others, state); #endif }