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()