Description
Returns client state in network game. Works on both, client and dedicated server. The following states are possible:
| getClientStateNumber | getClientState | Description |
|---|---|---|
| 0 | "NONE" | No client (or singleplayer) |
| 1 | "CREATED" | Client is created |
| 2 | "CONNECTED" | Client is connected to server, message formats are registered |
| 3 | "LOGGED IN" | Identity is created |
| 4 | "MISSION SELECTED" | Mission is selected |
| 5 | "MISSION ASKED" | Server was asked to send / not send mission |
| 6 | "ROLE ASSIGNED" | Role was assigned (and confirmed) |
| 7 | "MISSION RECEIVED" | Mission received |
| 8 | "GAME LOADED" | Island loaded, vehicles received |
| 9 | "BRIEFING SHOWN" | Briefing was displayed |
| 10 | "BRIEFING READ" | Ready to play mission |
| 11 | "GAME FINISHED" | Game was finished |
| 12 | "DEBRIEFING READ" | Debriefing read, ready to continue with next mission |
Syntax
getClientStateNumber
Returns: Number - client state (see table above)
Examples
Example 1
_state = getClientStateNumber;
Example 2
_inGame = getClientStateNumber > 8;