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- ClientGameState ClientState(void)
- {
- ClientGameState state = ClientStateNull;
- UnitAny* player = D2CLIENT_GetPlayerUnit();
- Control **firstControl = p_D2WIN_FirstControl;
- if(player && !(firstControl))
- {
- if(player->pInventory &&
- player->pPath &&
- //player->pPath->xPos &&
- player->pPath->pRoom1 &&
- player->pPath->pRoom1->pRoom2 &&
- player->pPath->pRoom1->pRoom2->pLevel &&
- player->pPath->pRoom1->pRoom2->pLevel->dwLevelNo)
- state = ClientStateInGame;
- else
- state = ClientStateBusy;
- }
- else if(!player && firstControl)
- state = ClientStateMenu;
- else if(!player && !(firstControl))
- state = ClientStateNull;
- return state;
- }
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