Made profiles actually be checked.

This commit is contained in:
Charles Lohr
2004-08-13 20:57:04 +00:00
parent 983c7c8736
commit 7ffbfe402b
+13 -8
View File
@@ -27,6 +27,7 @@ bool NetworkSyncManager::ChangedScoreboard() {}
#include "GameState.h"
#include "StageStats.h"
#include "Steps.h"
#include "PrefsManager.h"
NetworkSyncManager::NetworkSyncManager()
{
@@ -94,14 +95,18 @@ void NetworkSyncManager::PostStartUp(CString ServerIP)
int ctr = 2 * 16 + 0;
Write1(m_packet, (uint8_t) ctr);
vector <CString> ProfileNames;
PROFILEMAN->GetLocalProfileNames(ProfileNames);
if( ProfileNames.size() > 0 )
WriteNT(m_packet,ProfileNames[0]);
if( ProfileNames.size() > 1 )
WriteNT(m_packet,ProfileNames[0]);
vector <CString> profileNames;
PROFILEMAN->GetLocalProfileNames(profileNames);
FOREACH_PlayerNumber(pn)
{
int localID=atoi(PREFSMAN->m_sDefaultLocalProfileID[pn])-1;
if ((localID>=0)&&(localID<profileNames.size()))
WriteNT(m_packet,profileNames[localID]);
else
WriteNT(m_packet,"[No Profile Set]");
}
NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
ClearPacket(m_packet);