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.

Reply via email to