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Jun 17th, 2018
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  1. ClientGameState ClientState(void)
  2. {
  3. ClientGameState state = ClientStateNull;
  4. UnitAny* player = D2CLIENT_GetPlayerUnit();
  5. Control **firstControl = p_D2WIN_FirstControl;
  6.  
  7. if(player && !(firstControl))
  8. {
  9. if(player->pInventory &&
  10. player->pPath &&
  11. //player->pPath->xPos &&
  12. player->pPath->pRoom1 &&
  13. player->pPath->pRoom1->pRoom2 &&
  14. player->pPath->pRoom1->pRoom2->pLevel &&
  15. player->pPath->pRoom1->pRoom2->pLevel->dwLevelNo)
  16. state = ClientStateInGame;
  17. else
  18. state = ClientStateBusy;
  19. }
  20. else if(!player && firstControl)
  21. state = ClientStateMenu;
  22. else if(!player && !(firstControl))
  23. state = ClientStateNull;
  24.  
  25. return state;
  26. }
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