I will do that! ; )

Thank you again.
Yasir

 


----- Original Message ----
From: uZu <u...@qlone.org>
To: Primary ioquake3 Discussion/Development list <ioquake3@lists.ioquake.org>
Sent: Tue, May 24, 2011 12:29:32 AM
Subject: Re: [ioquake3] How do I check the server state from the client side?

Le 23/05/2011 17:13, Yasir I. Al-Dosary - zgzg2020™ a écrit :
> 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?
so you're talking about game... check connstate_t in q_shared.h

> 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?
From top of qcommon.h:
// qcommon.h -- definitions common between client and server, but not game.or 
ref modules
please, take at least a look at source code...

so if you need something related to client or server _engine_, this is the 
place 
where you could do something, if you're talking about _game_ (qagame, cgame) 
then the qcommon/q_shared.* seems more useful

> Thank you again,
> Yasir
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