diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp index 437a40f4..2e04959d 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp @@ -5,6 +5,7 @@ #include #include "NetworkClient.h" #include "Camera.h" +#include using namespace DanBias::Client; @@ -143,6 +144,7 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos) GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput) { + DanBias::GameServerAPI::ServerUpdate(); switch (privData->state) { case gameStateState_loading: diff --git a/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp b/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp index d30fcd59..260bf1be 100644 --- a/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp @@ -4,6 +4,7 @@ #include "C_obj/C_Player.h" #include "C_obj/C_StaticObj.h" #include "C_obj/C_DynamicObj.h" +#include using namespace DanBias::Client; @@ -86,9 +87,14 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key // update animation // send data to server // check data from server + DanBias::GameServerAPI::ServerUpdate(); if( KeyInput->IsKeyPressed(DIK_G)) - return ClientState_Game; + { + DanBias::GameServerAPI::GameStart(); + return ClientState_Game; + } + return ClientState_Same; } bool LobbyState::Render()