(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking

disabled hardcode _networking/_network_available to zero and let the compiler
 handle all optimizations.
This commit is contained in:
Darkvater
2006-10-12 14:59:27 +00:00
parent b38ef09afc
commit 6b96b5ffd0
11 changed files with 55 additions and 54 deletions

View File

@@ -197,7 +197,6 @@ VARDEF uint16 _network_udp_broadcast;
VARDEF byte _network_lan_internet;
VARDEF bool _network_advertise;
VARDEF bool _network_need_advertise;
VARDEF uint32 _network_last_advertise_frame;
VARDEF uint8 _network_advertise_retries;
@@ -233,13 +232,26 @@ bool NetworkServerStart(void);
bool NetworkClientConnectGame(const char* host, unsigned short port);
void NetworkReboot(void);
void NetworkDisconnect(void);
VARDEF bool _networking; ///< are we in networking mode?
VARDEF bool _network_server; ///< network-server is active
VARDEF bool _network_available; ///< is network mode available?
#else /* ENABLE_NETWORK */
/* Network function stubs when networking is disabled */
static inline void NetworkStartUp(void) {}
static inline void NetworkShutDown(void) {}
#define _networking 0
#define _network_server 0
#define _network_available 0
#endif /* ENABLE_NETWORK */
// Those variables must always be registered!
VARDEF bool _networking;
VARDEF bool _network_available; // is network mode available?
VARDEF bool _network_server; // network-server is active
VARDEF bool _network_dedicated; // are we a dedicated server?
VARDEF PlayerID _network_playas; // an id to play as..
/* These variables must always be registered! */
VARDEF bool _network_dedicated; ///< are we a dedicated server?
VARDEF bool _network_advertise; ///< is the server advertising to the master server?
VARDEF PlayerID _network_playas; ///< an id to play as..
#endif /* NETWORK_H */