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Add 'GetNumClients'
Gets the total amount of clients on the server (both fake and real clients).
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@ -57,6 +57,26 @@ int CServer::GetNumFakeClients(void) const
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return nBots;
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return nBots;
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}
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}
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//---------------------------------------------------------------------------------
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// Purpose: Gets the number of clients on the server
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// Output : int
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//---------------------------------------------------------------------------------
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int CServer::GetNumClients(void) const
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{
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int nClients = 0;
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for (int i = 0; i < g_ServerGlobalVariables->m_nMaxClients; i++)
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{
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CClient* pClient = g_pClient->GetClient(i);
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if (!pClient)
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continue;
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if (pClient->IsConnected())
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nClients++;
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}
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return nClients;
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}
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//---------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------
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// Purpose: client to server authentication
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// Purpose: client to server authentication
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// Input : *pChallenge -
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// Input : *pChallenge -
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@ -33,6 +33,7 @@ public:
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#ifndef CLIENT_DLL // Only the connectionless packet handler is implemented on the client via the IServer base class.
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#ifndef CLIENT_DLL // Only the connectionless packet handler is implemented on the client via the IServer base class.
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int GetNumHumanPlayers(void) const;
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int GetNumHumanPlayers(void) const;
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int GetNumFakeClients(void) const;
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int GetNumFakeClients(void) const;
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int GetNumClients(void) const;
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const char* GetMapName(void) const { return m_szMapname; }
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const char* GetMapName(void) const { return m_szMapname; }
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const char* GetMapGroupName(void) const { return m_szMapGroupName; }
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const char* GetMapGroupName(void) const { return m_szMapGroupName; }
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int GetNumClasses(void) const { return m_nServerClasses; }
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int GetNumClasses(void) const { return m_nServerClasses; }
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