I've also been trying to dig into this recently.
this is my dump of badlands after capping the first, second and final cap point
Code:
[RCBot] m_iNumControlPoints = 5
[RCBot] m_bBlocked[8] [N,N,N,N,N,N,N,N]
[RCBot] m_bCPLocked[8] [N,N,N,N,N,N,N,N]
[RCBot] m_bCPIsVisible[8] [Y,N,N,N,Y,N,N,N]
[RCBot] m_iOwner[8] [blue,blue,blue,red,red,unassigned,unassigned,unassigned]
-------------
[RCBot] m_bCPIsVisible[8] [Y,N,N,N,Y,N,N,N]
[RCBot] m_iOwner[8] [blue,blue,blue,blue,red,unassigned,unassigned,unassigned]
[RCBot] m_iNumControlPoints = 5
[RCBot] m_bCPLocked[8] [N,N,N,N,N,N,N,N]
---------
[RCBot] m_iNumControlPoints = 5
[RCBot] m_bBlocked[8] [N,N,N,N,N,N,N,N]
[RCBot] m_bCPLocked[8] [N,N,N,N,N,N,N,N]
[RCBot] m_bCPIsVisible[8] [Y,N,N,N,Y,N,N,N]
[RCBot] m_iOwner[8] [blue,blue,blue,blue,blue,unassigned,unassigned,unassigned]
I see no change in m_bCPLocked what so ever, CPISVisible seems to be YES for the base control points only, and doesn't change when capping. Only the owners change. The only way I could possibly detect capable waypoints in this case is to detect a red cap point next to a blue cap point, but that's not always the case.
theres a good dump of the net props here
http://styria-games.eu/tf2/netprops.txt which states that the m_bCPIsVisible is actually not 1 byte but four bytes (one integer) per array value so I'm going to try that
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