struct gameserver_client *joiner = &gameserver.clients[index];
netmsg_playerjoin join = { .inetmsg_id = k_inetmsg_playerjoin,
- .index = index };
+ .index = index,
+ .steamid = joiner->steamid };
+
gameserver_send_to_all( index, &join, sizeof(join),
k_nSteamNetworkingSend_Reliable );
/* join */
netmsg_playerjoin init = { .inetmsg_id = k_inetmsg_playerjoin,
- .index = i };
+ .index = i,
+ .steamid = client->steamid };
gameserver_send_to_client( index, &init, sizeof(init),
k_nSteamNetworkingSend_Reliable );
return;
}
- netmsg_playerjoin leave;
+ netmsg_playerleave leave;
leave.inetmsg_id = k_inetmsg_playerleave;
leave.index = index;