================== idAsyncServer::LocalClientSendReliableMessageExcluding ================== */
| 2269 | ================== |
| 2270 | */ |
| 2271 | void idAsyncServer::SendReliableGameMessageExcluding( int clientNum, const idBitMsg &msg ) { |
| 2272 | int i; |
| 2273 | idBitMsg outMsg; |
| 2274 | byte msgBuf[MAX_MESSAGE_SIZE]; |
| 2275 | |
| 2276 | assert( clientNum >= 0 && clientNum < MAX_ASYNC_CLIENTS ); |
| 2277 | |
| 2278 | outMsg.Init( msgBuf, sizeof( msgBuf ) ); |
| 2279 | outMsg.WriteByte( SERVER_RELIABLE_MESSAGE_GAME ); |
| 2280 | outMsg.WriteData( msg.GetData(), msg.GetSize() ); |
| 2281 | |
| 2282 | for ( i = 0; i < MAX_ASYNC_CLIENTS; i++ ) { |
| 2283 | if ( i == clientNum ) { |
| 2284 | continue; |
| 2285 | } |
| 2286 | if ( clients[i].clientState != SCS_INGAME ) { |
| 2287 | continue; |
| 2288 | } |
| 2289 | SendReliableMessage( i, outMsg ); |
| 2290 | } |
| 2291 | } |
| 2292 | |
| 2293 | /* |
| 2294 | ================== |