int Get_Team_Player_Count(int Team) [message #339927] |
Wed, 09 July 2008 08:08  |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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int Get_Team_Player_Count(int Team) seemed to always crash for me, it says it's tested, but I wasn't able to use it. here is the stock version of it:
int Get_Team_Player_Count(int Team)
{
int Total = 0;
GenericSLNode *x = BaseGameObjList->HeadNode;
while (x)
{
GameObject *o = As_SoldierGameObj((GameObject *)x->NodeData);
if (o && Get_Object_Type(o) == Team)
{
Total++;
}
x = x->NodeNext;
}
return Total;
}
I altered it so that the while loop doesn't try to do Get_Object_Type on the GameObject *, because this is where it seemed to crash. I think you can only use that function on buildings and players, so I'm sure that's why it was crashing...
I changed it to this:
int Get_Team_Player_Count(int Team)
{
int Total = 0;
GenericSLNode *x = BaseGameObjList->HeadNode;
while (x)
{
GameObject *o = (GameObject *)x->NodeData;
if (o && Commands->Is_A_Star(o))
{
if (Get_Team(Get_Player_ID(o)) == Team)
{
Total++;
}
}
x = x->NodeNext;
}
return Total;
}
And I havn't had a crash yet, maybe you'll look into it for 4.0?
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Re: int Get_Team_Player_Count(int Team) [message #339938 is a reply to message #339927] |
Wed, 09 July 2008 09:30   |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
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General (1 Star) |
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I use this from Hex. ^_^
int TeamCount(int Team)
{
int Count = 0;
for (GenericSLNode* PlayerIter = PlayerList->HeadNode; (PlayerIter != NULL); PlayerIter = PlayerIter->NodeNext)
{
cPlayer *p = (cPlayer *)PlayerIter->NodeData;
if (p->IsActive && p->PlayerType.Get() == Team)
{
Count++;
}
}
return Count;
}
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Re: int Get_Team_Player_Count(int Team) [message #340007 is a reply to message #339927] |
Wed, 09 July 2008 16:49  |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
 
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PlayerType is only defined for smart game objects. You should use As_SmartGameObj to test whether you can call GetPlayerType on an object.
Hex's solution is cleaner though. 
[edit]
Oh, I see it already does As_SoldierGameObj... It's probably the As_SoldierGameObj call crashing. For TT it calls As_ScriptableGameObj prior to calling As_SoldierGameObj:
GameObject *As_SoldierGameObj(GameObject *obj)
{
if (!Commands->Get_ID(obj) || !obj)
return 0;
ScriptableGameObj* o2 = ((BaseGameObj *)obj)->As_ScriptableGameObj();
if (!o2)
return 0;
return (GameObject *)o2->As_SoldierGameObj();
}
For older versions it probably does not call As_ScriptableGameObj and therefore crash when calling As_SoldierGameObj on a nonscriptable game object.
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[Updated on: Wed, 09 July 2008 16:55] Report message to a moderator
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