| 485 | } |
| 486 | |
| 487 | void CClient::EnterGame(int Conn) |
| 488 | { |
| 489 | if(State() == IClient::STATE_DEMOPLAYBACK) |
| 490 | return; |
| 491 | |
| 492 | m_aDidPostConnect[Conn] = false; |
| 493 | |
| 494 | // now we will wait for two snapshots |
| 495 | // to finish the connection |
| 496 | SendEnterGame(Conn); |
| 497 | OnEnterGame(Conn); |
| 498 | |
| 499 | ServerInfoRequest(); // fresh one for timeout protection |
| 500 | m_CurrentServerNextPingTime = time_get() + time_freq() / 2; |
| 501 | } |
| 502 | |
| 503 | void CClient::OnPostConnect(int Conn) |
| 504 | { |