/* this is set IF they exist in a world that we have loaded */
world_instance *active_world;
- int hub_match, client_match;
+ int world_match[ k_world_max ];
/* TODO: Compression with server code */
char username[ NETWORK_USERNAME_MAX ];
interp_data[ NETWORK_MAX_PLAYERS ];
struct net_sfx sfx_queue[ NETWORK_SFX_QUEUE_LENGTH ];
- u8 sfx_availible[ NETWORK_SFX_QUEUE_LENGTH ];
m4x3f *final_mtx;
struct player_board_pose board_poses[ NETWORK_MAX_PLAYERS ];