NAME ==== vg_nw_getvar() - return a network variable for player data SYNOPSIS ======== void * vg_nw_getvar(const char * name, int plno) DESCRIPTION =========== After waiting for connections of all players (vg_nw_waitforconnects()) use vg_nw_getvar() for each player to set the struct pointers for the player-data to the network-variables for this player. name is the unique name given to vg_nw_setvar(). plno is the player-number of the player whose variable you want to get. Example: struct { short * vtp; } player_data[NW_MAXPLAYER]; int i; // define a "short vtp[9]" if (vg_nw_setvar(NWVAR_SHORT,9,"vtp") < 0) { goto error; } // connect to network-server (master: start it) [ ... ] // wait for connects of all players if (vg_nw_waitforconnects() < 0) { goto error; } // get pointer to the network-variable vtp for all players for (i=1; i <= vg_nw_maxplayer(); i++) { player_data[i-1].vtp=(short *)vg_nw_getvar("vtp",i); } // set vtp for player 5 empty memset(player_data[5-1].vtp,0,9); Refer to Understanding network. RETURN VALUE ============ It returns a pointer to the defined variable in the player-data of a player or NULL if the variable was not defined. SEE ALSO ======== Index Understanding network vg_nw_setplayer() vg_nw_startserver() vg_nw_connect() vg_nw_waitforconnects() vg_nw_setvar() vg_nw_setcommon() vg_nw_getcommon() vg_nw_dumppacket() vg_nw_sendinit() vg_nw_recvinit() vg_nw_myplayer() vg_nw_maxplayer() vg_nw_virtualplayer() vg_nw_isalive() vg_nw_recvkeys() vg_nw_keypressed() vg_nw_mousepressed() vg_nw_mousex() vg_nw_mousey() vg_nw_senddata() vg_nw_sendcommon() vg_nw_setdead() vg_nw_dumpsprite() vg_nw_undumpsprite() vg_nw_close()