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authoroy <Tom_Adams@web.de>2011-03-20 15:33:49 +0100
committeroy <Tom_Adams@web.de>2011-03-20 15:33:49 +0100
commit96808a11451f2ccf22346253bd22f8f559207ac8 (patch)
treea91ecb0ea18cff36e8515f234c5028c6c1c1b628 /src/game/server
parent2547bfa4fcc8916a47eceb9a929fe73c8a1d83b9 (diff)
downloadzcatch-96808a11451f2ccf22346253bd22f8f559207ac8.tar.gz
zcatch-96808a11451f2ccf22346253bd22f8f559207ac8.zip
made it possible to just show the number of player slots of a server (instead of client ones). Closes #68
Diffstat (limited to 'src/game/server')
-rw-r--r--src/game/server/gamecontext.cpp5
-rw-r--r--src/game/server/gamecontext.h1
2 files changed, 6 insertions, 0 deletions
diff --git a/src/game/server/gamecontext.cpp b/src/game/server/gamecontext.cpp
index 348b6735..1612ebec 100644
--- a/src/game/server/gamecontext.cpp
+++ b/src/game/server/gamecontext.cpp
@@ -1184,6 +1184,11 @@ bool CGameContext::IsClientReady(int ClientID)
 	return m_apPlayers[ClientID] && m_apPlayers[ClientID]->m_IsReady ? true : false;
 }
 
+bool CGameContext::IsClientPlayer(int ClientID)
+{
+	return m_apPlayers[ClientID] && m_apPlayers[ClientID]->GetTeam() == TEAM_SPECTATORS ? false : true;
+}
+
 const char *CGameContext::GameType() { return m_pController && m_pController->m_pGameType ? m_pController->m_pGameType : ""; }
 const char *CGameContext::Version() { return GAME_VERSION; }
 const char *CGameContext::NetVersion() { return GAME_NETVERSION; }
diff --git a/src/game/server/gamecontext.h b/src/game/server/gamecontext.h
index f64232a1..7379b74d 100644
--- a/src/game/server/gamecontext.h
+++ b/src/game/server/gamecontext.h
@@ -162,6 +162,7 @@ public:
 	virtual void OnClientPredictedInput(int ClientID, void *pInput);
 
 	virtual bool IsClientReady(int ClientID);
+	virtual bool IsClientPlayer(int ClientID);
 
 	virtual const char *GameType();
 	virtual const char *Version();