struct network_player *player = &netplayers.list[i];
if( !player->active || player->isblocked ) continue;
if( player->active_world != world ) continue;
+ if( !player->isfriend &&
+ (world-world_static.instances == k_world_purpose_hub)) continue;
m4x3f *final_mtx = &netplayers.final_mtx[ sk->bone_count*i ];
for( int i=0; i<NETWORK_MAX_PLAYERS; i ++ ){
struct network_player *player = &netplayers.list[i];
- player->active = (vg_randu32() & 0x1)? 2: 0;
- player->isfriend = vg_randu32() & vg_randu32() & 0x1;
- player->isblocked = vg_randu32() & vg_randu32() & vg_randu32() & 0x1;
- player->world_match[ 0 ] = vg_randu32() & 0x1;
+ player->active = (vg_randu32(&vg.rand) & 0x1)? 2: 0;
+ player->isfriend = vg_randu32(&vg.rand) & vg_randu32(&vg.rand) & 0x1;
+ player->isblocked = vg_randu32(&vg.rand) &
+ vg_randu32(&vg.rand) &
+ vg_randu32(&vg.rand) & 0x1;
+ player->world_match[ 0 ] = vg_randu32(&vg.rand) & 0x1;
player->world_match[ 1 ] = 0;
if( player->world_match[0] )
player->active_world = NULL;
for( int i=0; i<sizeof(player->username)-1; i ++ ){
- player->username[i] = 'a' + (vg_randu32() % 30);
+ player->username[i] = 'a' + (vg_randu32(&vg.rand) % 30);
player->username[i+1] = '\0';
- if( (vg_randu32() % 8) == 3 )
+ if( (vg_randu32(&vg.rand) % 8) == 3 )
break;
}
for( int i=0; i<3; i ++ ){
- player->medals[i] = vg_randu32() % 3;
+ player->medals[i] = vg_randu32(&vg.rand) % 3;
}
v3f pos;
- vg_rand_sphere( pos );
+ vg_rand_sphere( &vg.rand, pos );
v3_muladds( localplayer.rb.co, pos, 100.0f,
netplayers.final_mtx[ i*localplayer.skeleton.bone_count][3] );
}
}
static void remote_players_imgui_lobby(void){
- /*
- * TODO: send location string over the network */
+ if( network_client.user_intent == k_server_intent_online ){
+ if( !(steam_ready &&
+ (network_client.state == k_ESteamNetworkingConnectionState_Connected)))
+ {
+ return;
+ }
+ }
ui_px y = 50, width = 200, height = 42, gap = 2,
x = vg.window_x - width;
vg_ui.font = &vg_ui_font_big;
ui_text( (ui_rect){ x, 0, width, height },
- "Online Players", 1, k_ui_align_middle_center, 0 );
+ "In World", 1, k_ui_align_middle_center, 0 );
vg_ui.font = &vg_ui_font_small;
struct network_player *player = &netplayers.list[i];
if( !player->active || player->isblocked ) continue;
- int in_same_world = player->active_world != world_current_instance();
-
+ int in_same_world = player->active_world == world_current_instance();
if( !player->isfriend && !in_same_world )
continue;
if( !player->active_world )
continue;
+ if( !player->isfriend &&
+ (world-world_static.instances == k_world_purpose_hub)) continue;
/* their in our active subworld */
if( player->active_world != world ){