src/proto2/Engine.cc
branchno-netsession
changeset 35 e21cfda0edde
parent 28 3da59a3bc92e
--- a/src/proto2/Engine.cc	Mon Nov 10 21:58:38 2008 +0000
+++ b/src/proto2/Engine.cc	Tue Nov 18 22:58:50 2008 +0000
@@ -2,6 +2,7 @@
 #include "Engine.hh"
 #include "NetworkServer.hh"
 #include "NetworkClient.hh"
+#include "SinglePlayer.hh"
 
 #include <iostream>
 
@@ -27,6 +28,14 @@
     net_client = new NetworkClient(game_state, connect_addr);
 }
 
+void Engine::setupSinglePlayer (void) {
+    // create player directly
+ 	LocalPlayer* lp = new SinglePlayer(game_state);
+
+    // add to gamestate
+	game_state.newLocalPlayer(lp);
+}
+
 void Engine::stop (void) {
     is_running = false;
 }
@@ -39,7 +48,7 @@
         // if I can't find some better way to do this in ClanLib by next thursday, then it f*%!ing sucks
         // ideally, we should be able to have a main loop that does timed waits on I/O, fufilling some set of timers
         // but as far as I can tell, ClanLib doesn't have anything like that
-        CL_System::sleep(20);
+        CL_System::sleep(10);
     }
 }