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kolton

Untitled

Feb 7th, 2012
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  1. // Do not edit without the express consent of bsdunx or lord2800
  2. ClientGameState ClientState(void)
  3. {
  4. ClientGameState state = ClientStateNull;
  5. UnitAny* player = D2CLIENT_GetPlayerUnit();
  6. Control *firstControl = *p_D2WIN_FirstControl;
  7.  
  8. if(player && !firstControl)
  9. {
  10. if(player && player->pUpdateUnit)
  11. {
  12. state = ClientStateBusy;
  13. return state;
  14. }
  15. if( player->pInventory &&
  16. player->pPath &&
  17. //player->pPath->xPos &&
  18. player->pPath->pRoom1 &&
  19. player->pPath->pRoom1->pRoom2 &&
  20. player->pPath->pRoom1->pRoom2->pLevel &&
  21. player->pPath->pRoom1->pRoom2->pLevel->dwLevelNo)
  22. state = ClientStateInGame;
  23. else
  24. state = ClientStateBusy;
  25. }
  26. else if(!player && firstControl)
  27. state = ClientStateMenu;
  28. else if(!player && !firstControl)
  29. state = ClientStateNull;
  30.  
  31. return state;
  32. }
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