/*
* Interface
*/
-//#define SR_USE_LOCALHOST
/* Call it at start; Connects us to the gameserver */
static void network_init(void);
for( u32 i=0; i<NETWORK_MAX_PLAYERS; i ++ ){
struct network_player *player = &netplayers.list[i];
- if( !player->active ) continue;
+ if( !player->active || player->isblocked ) continue;
if( player->active_world != world ) continue;
struct player_avatar *av = localplayer.playeravatar;
for( u32 i=0; i<NETWORK_MAX_PLAYERS; i ++ ){
struct network_player *player = &netplayers.list[i];
- if( !player->active ) continue;
+ if( !player->active || player->isblocked ) continue;
if( player->active_world != world ) continue;
struct player_avatar *av = localplayer.playeravatar;