================== idAsyncClient::SendReliableGameMessage ================== */
| 1705 | ================== |
| 1706 | */ |
| 1707 | void idAsyncClient::SendReliableGameMessage( const idBitMsg &msg ) { |
| 1708 | idBitMsg outMsg; |
| 1709 | byte msgBuf[MAX_MESSAGE_SIZE]; |
| 1710 | |
| 1711 | if ( clientState < CS_INGAME ) { |
| 1712 | return; |
| 1713 | } |
| 1714 | |
| 1715 | outMsg.Init( msgBuf, sizeof( msgBuf ) ); |
| 1716 | outMsg.WriteByte( CLIENT_RELIABLE_MESSAGE_GAME ); |
| 1717 | outMsg.WriteData( msg.GetData(), msg.GetSize() ); |
| 1718 | if ( !channel.SendReliableMessage( outMsg ) ) { |
| 1719 | common->Error( "client->server reliable messages overflow\n" ); |
| 1720 | } |
| 1721 | } |
| 1722 | |
| 1723 | /* |
| 1724 | ================== |