DEADSOFTWARE

render: separate game logic and drawing
[d2df-sdl.git] / src / game / g_netmaster.pas
index 391d7729cf405f7e38ba25324f95318487e76af2..2662d42f038f35ca245cb02e1111923141a00e88 100644 (file)
@@ -173,7 +173,7 @@ implementation
 
 uses
   e_input, e_graphics, e_log, g_window, g_net, g_console,
-  g_map, g_game, g_sound, g_gui, g_menu, g_options, g_language, g_basic,
+  g_map, g_game, g_sound, g_gui, g_menu, g_options, g_language, g_basic, r_game,
   wadreader, g_system, utils, hashtable;
 
 
@@ -1574,7 +1574,8 @@ begin
       for I := Low(SL) to High(SL) do
         if (SL[I].PingAddr.host = SvAddr.host) and
            (SL[I].PingAddr.port = SvAddr.port) and
-           (SL[I].Port = tmpsv.Port) then
+           (SL[I].Port = tmpsv.Port) and
+           (SL[I].Name = tmpsv.Name) then
         begin
           tmpsv.IP := SL[I].IP;
           SL[I] := tmpsv;
@@ -1923,7 +1924,7 @@ begin
     begin
       slWaitStr := _lc[I_NET_SLIST_WAIT];
 
-      g_Game_Draw;
+      r_Game_Draw;
       sys_Repaint;
 
       if g_Net_Slist_Fetch(SL) then