/* this is set IF they exist in a world that we have loaded */
world_instance *active_world;
int world_match[ k_world_max ];
+ u32 location_pstr; /* TODO: valid if active_world set. */
/* TODO: Compression with server code */
char username[ NETWORK_USERNAME_MAX ];
u32 up_bytes;
f32 up_kbs, down_kbs;
f64 last_data_measurement;
-
- int view_lobby;
- f32 fview_lobby;
}
static netplayers;