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Check if a cap is locked/unlocked


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Chdata
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Old 01-08-2014 , 21:23   Check if a cap is locked/unlocked
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I'm not sure how, there's an INPUT that lets you set its lock/unlock status, but is there a way to get this information?
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MasterOfTheXP
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Old 01-08-2014 , 22:35   Re: Check if a cap is locked/unlocked
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GetEntProp(entityIndex, Prop_Data, "m_bLocked") should work.
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Old 01-08-2014 , 22:50   Re: Check if a cap is locked/unlocked
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Quote:
Originally Posted by MasterOfTheXP View Post
GetEntProp(entityIndex, Prop_Data, "m_bLocked") should work.
You'd think that'd work, but sadly that's only the value from Hammer's "Start locked" field and doesn't change during gameplay.

I'm pretty sure the only way to find out a control points lock state is to manually track the control points from the start of the round.

That means checking their m_bLocked and hooking their OnUnlocked output and other fun stuff (such as figuring out how to track when they lock again)

I do wonder if there's somewhere in the game's code where you can find that out, though...
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Last edited by Powerlord; 01-08-2014 at 22:50.
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Chdata
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Old 01-09-2014 , 13:30   Re: Check if a cap is locked/unlocked
Reply With Quote #4

I ended up making a native in VSH that reports what the cap was force set to via SetControlPoint.

As for use outside of VSH, well, the only sensible use of what I made would be for arena I guess.
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Dr. Greg House
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Old 01-09-2014 , 19:07   Re: Check if a cap is locked/unlocked
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Quote:
Originally Posted by Powerlord View Post
You'd think that'd work, but sadly that's only the value from Hammer's "Start locked" field and doesn't change during gameplay.

I'm pretty sure the only way to find out a control points lock state is to manually track the control points from the start of the round.

That means checking their m_bLocked and hooking their OnUnlocked output and other fun stuff (such as figuring out how to track when they lock again)

I do wonder if there's somewhere in the game's code where you can find that out, though...
This should work:
http://i.imgur.com/bebc3IQ.png

So there is probably a simple netprop like teamnum or owner which is being returned.

Or maybe try this:
Code:
CBaseTeamObjectiveResource::GetOwningTeam(int)
_ZN26CBaseTeamObjectiveResource13GetOwningTeamEi
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Chdata
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Old 01-10-2014 , 10:40   Re: Check if a cap is locked/unlocked
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I don't think get owner would make sense because it's either Uncaptured, RED, or BLU... unless when it's locked it's something other than "Uncaptured" at least for arena mode.
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friagram
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Old 01-10-2014 , 10:46   Re: Check if a cap is locked/unlocked
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What exactly are you trying to do?
Because it's easier if it's koth or arena to just always enable them by cvar or with inputs/stripper, and then disable them if you don't need them, or if need be, hooktouch the capture area to disable for specific players.
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Old 01-10-2014 , 10:53   Re: Check if a cap is locked/unlocked
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Not sure what Chdata was doing, but I was trying to determine the currently active control point(s) to spawn bosses on them.

Actually, I'm tempted to just check a decompile of cp_manor_event and see what it does.
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Dr. Greg House
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Old 01-10-2014 , 11:28   Re: Check if a cap is locked/unlocked
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Quote:
Originally Posted by Chdata View Post
I don't think get owner would make sense because it's either Uncaptured, RED, or BLU... unless when it's locked it's something other than "Uncaptured" at least for arena mode.
Yeah sorry, for some reason I completely misunderstood.

EDIT:
I checked again and looked around. My guess would be that they switch between different think-functions instead of having one which determines/polls the state.

EDIT2:
OR that the mastercp entity has the information.
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Last edited by Dr. Greg House; 01-10-2014 at 11:40.
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