bool AllMembersGo(GalaxyID lobbyID, GalaxyID memberID) { uint go = 0; // Check how many players are in game for (uint i = 0; i < 2; i++) { if (matchmaking.GetLobbyMemberData(matchmaking.GetLobbyMemberByIndex(lobbyID, i), "state") == "go") { go++; } } return((go == 2) ? true : false); }
bool AllMembersReady(GalaxyID lobbyID) { uint ready = 0; uint lobbyMembersCount = matchmaking.GetNumLobbyMembers(lobbyID); // Checks how many players are ready for (uint i = 0; i < lobbyMembersCount; i++) { if (matchmaking.GetLobbyMemberData(matchmaking.GetLobbyMemberByIndex(lobbyID, i), "state") == "ready") { ready++; } } return((ready == 2) ? true : false); }
bool AllMembersReady(GalaxyID lobbyID) { uint lobbyMembersCount = matchmaking.GetNumLobbyMembers(lobbyID); if (lobbyMembersCount < 2) { return(false); } for (uint i = 0; i < lobbyMembersCount; i++) { if (matchmaking.GetLobbyMemberData(matchmaking.GetLobbyMemberByIndex(lobbyID, i), "state") != "ready") { return(false); } } return(true); }