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  1. #1
    habitat666's Avatar
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    Detect If Player In Match

    Hey all.

    Wondering if anyone has a good/easy/reliable way to detect if a player is in a match and not just the lobby. Been looking around, but I'm afraid I am just not using the best search terms.

    Anyway, this can be C++ and/or C#.

    Thanks!

    Apologies if this is the wrong forum. I thought it'd fit here.

  2. #2
    SammyDoge1's Avatar
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    Quote Originally Posted by habitat666 View Post
    Hey all.

    Wondering if anyone has a good/easy/reliable way to detect if a player is in a match and not just the lobby. Been looking around, but I'm afraid I am just not using the best search terms.

    Anyway, this can be C++ and/or C#.

    Thanks!

    Apologies if this is the wrong forum. I thought it'd fit here.
    Afaik you need to use(Read) structures in the game, Not sure how to use/find them.





  3. #3
    Horror's Avatar
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    Aren't there strings for the player names once the match has started ? I just checked those to see if there were players back in MW3
     

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  4. #4
    habitat666's Avatar
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    Sorry for my very late reply, been a touch busy with little time to post.

    Thanks for the answers, guys. I'll keep looking.

  5. #5
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    Quote Originally Posted by habitat666 View Post
    Hey all.

    Wondering if anyone has a good/easy/reliable way to detect if a player is in a match and not just the lobby. Been looking around, but I'm afraid I am just not using the best search terms.

    Anyway, this can be C++ and/or C#.

    Thanks!

    Apologies if this is the wrong forum. I thought it'd fit here.
    Code:
    typedef struct {
    	gameState_t		gameState;			// gamestate from server
    	glconfig_t		glconfig;			// rendering configuration
    	float			screenXScale;		// derived from glconfig
    	float			screenYScale;
    	float			screenXBias;
    
    	int				serverCommandSequence;	// reliable command stream counter
    	int				processedSnapshotNum;// the number of snapshots cgame has requested
    
    	qboolean		localServer;		// detected on startup by checking sv_running
    
    	// parsed from serverinfo
    	gametype_t		gametype;
    	int				dmflags;
    	int				teamflags;
    	int				fraglimit;
    	int				capturelimit;
    	int				timelimit;
    	int				maxclients;
    	char			mapname[MAX_QPATH];
    	char			redTeam[MAX_QPATH];
    	char			blueTeam[MAX_QPATH];
    
    	int				voteTime;
    	int				voteYes;
    	int				voteNo;
    	qboolean		voteModified;			// beep whenever changed
    	char			voteString[MAX_STRING_TOKENS];
    
    	int				teamVoteTime[2];
    	int				teamVoteYes[2];
    	int				teamVoteNo[2];
    	qboolean		teamVoteModified[2];	// beep whenever changed
    	char			teamVoteString[2][MAX_STRING_TOKENS];
    
    	int				levelStartTime;
    
    	int				scores1, scores2;		// from configstrings
    	int				redflag, blueflag;		// flag status from configstrings
    	int				flagStatus;
    
    	qboolean  newHud;
    
    	//
    	// locally derived information from gamestate
    	//
    	qhandle_t		gameModels[MAX_MODELS];
    	sfxHandle_t		gameSounds[MAX_SOUNDS];
    
    	int				numInlineModels;
    	qhandle_t		inlineDrawModel[MAX_MODELS];
    	vec3_t			inlineModelMidpoints[MAX_MODELS];
    
    	clientInfo_t	clientinfo[MAX_CLIENTS];
    
    	// teamchat width is *3 because of embedded color codes
    	char			teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1];
    	int				teamChatMsgTimes[TEAMCHAT_HEIGHT];
    	int				teamChatPos;
    	int				teamLastChatPos;
    
    	int cursorX;
    	int cursorY;
    	qboolean eventHandling;
    	qboolean mouseCaptured;
    	qboolean sizingHud;
    	void *capturedItem;
    	qhandle_t activeCursor;
    
    	// orders
    	int currentOrder;
    	qboolean orderPending;
    	int orderTime;
    	int currentVoiceClient;
    	int acceptOrderTime;
    	int acceptTask;
    	int acceptLeader;
    	char acceptVoice[MAX_NAME_LENGTH];
    
    	// media
    	cgMedia_t		media;
    
    } cgs_t;
    this class is from the quake3 engine sdk, its still there in cod ghosts

  6. #6
    Horror's Avatar
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    Quote Originally Posted by cardoow View Post
    this class is from the quake3 engine sdk, its still there in cod ghosts
    Well not every beginner can use it just like that doh
     

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  7. #7
    cardoow's Avatar
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    Quote Originally Posted by Horror View Post

    Well not every beginner can use it just like that doh
    I hope every beginner is able to memory scan for values

  8. #8
    habitat666's Avatar
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    Quote Originally Posted by cardoow View Post
    this class is from the quake3 engine sdk, its still there in cod ghosts
    Heh... they don't change much over the years, eh?

    Thanks for this.

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