Hi again, Thank you for answering my question. >> My second is: >> I would like to be able to know THAT server state (the above one) from the >> client side. >> How do I achieve? Is there a variable that I can check from the client side to >> know the server state? >> I really don't want to do any hacking with variable exporting...blah blah >blah. >I don't quite get it, if you're on the client-side, you need to check the >client >state rather than the server state, anyway, as the server part is embedded in >>the client code, you can add a function, defined in qcommon/qcommon.h, that >return that value if you don't want to use a var
To make my question simple, how do I check whether the Game has started or not on the client-side? Regarding your kind suggestion of adding a function to qcommon/qcommon.h, I am afraid that I do not know how to do that. Do functions that are inside qcommon.h are accessible by both the server and client side alike? If so, then why don't I just move the sv variable over there? Thank you again, Yasir ----- Original Message ---- From: uZu <u...@qlone.org> To: ioquake3@lists.ioquake.org Sent: Mon, May 23, 2011 8:55:45 PM Subject: Re: [ioquake3] How do I check the server state from the client side? Hello, Le 23/05/2011 12:04, Yasir I. Al-Dosary - zgzg2020™ a écrit : > Hi, > I have two questions: > I want to start calculating something after the server has finished loading the > map, and the Game has started running. > 1- Which flag tells me that the server has reached that state or not? I have > researched it, and it seems that it is > sv.state = SS_GAME > right? If not, please tell me which one it is. yes > typedef enum { > SS_DEAD, // no map loaded > SS_LOADING, // spawning level entities > SS_GAME // actively running > } serverState_t; > > My second is: > I would like to be able to know THAT server state (the above one) from the > client side. > How do I achieve? Is there a variable that I can check from the client side to > know the server state? > I really don't want to do any hacking with variable exporting...blah blah blah. I don't quite get it, if you're on the client-side, you need to check the client state rather than the server state, anyway, as the server part is embedded in the client code, you can add a function, defined in qcommon/qcommon.h, that return that value if you don't want to use a var > Thank you in advance! > Yasir have a nice day uZu _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl. _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.