I'm really sorry, I was so idiot!
The following codes are not tested but...
./CSCommon/Include/MMatchStageSetting.h - Global Scope :
Code:
...
STAGE_STATE_COUNT
};
#define MSTAGENODE_FLAG_FORCEDENTRY_ENABLED 1 // ウュタヤ
#define MSTAGENODE_FLAG_PRIVATE 2 // コミケ・
#define MSTAGENODE_FLAG_LIMITLEVEL 4 // キケコァチヲヌム
#define MSTAGENODE_FLAG_CLASSIC_MODE 8
...
./CSCommon/Source/MMatchServer_Stage.cpp - MMatchServer::StageList() :
Code:
...
}
}
if(pStage->GetStageSetting()->GetClassic() == true)
{
pNode->nSettingFlag |= MSTAGENODE_FLAG_CLASSIC_MODE;
}
}
pNew->AddParameter(new MCommandParameterBlob(pStageArray, MGetBlobArraySize(pStageArray)));
...
./Gunz/ZRoomListBox.h - ZRoomListBox::_RoomInfoArg struct :
Code:
void SetScroll(int nPrevStageCount, int nNextStageCount);
struct _RoomInfoArg
{
int nIndex;
int nRoomNumber;
MUID uidStage;
char* szRoomName;
char* szMapName;
int nMaxPlayers;
int nCurrPlayers;
bool bPrivate;
bool bForcedEntry;
bool bLimitLevel;
int nMasterLevel;
int nLimitLevel;
MMATCH_GAMETYPE nGameType;
STAGE_STATE nStageState;
bool bClassic;
};
void SetRoom(const _RoomInfoArg* pRoomInfo);
void SetEmptyRoom(int nIndex);
and sMapInfo struct of Global Scope :
Code:
bool bLimitLevel;
int nMasterLevel;
int nLimitLevel;
bool bPrivate;
GameState roomState;
MMATCH_GAMETYPE nGame_Type;
bool bClassic;
sMapInfo()
{
uidStage = MUID(0,0);
IsEmpty = true;
./Gunz/ZRoomListBox.cpp - ZRoomListBox::SetRoom() :
Code:
{
//m_pMapInfo[nIndex].roomState = GAME_WAITING;
m_pMapInfo[nIndex].roomState = GAME_PLAYING ; // ウュタヤ ー。エノ
}
else
{
m_pMapInfo[nIndex].roomState = GMAE_CLOSED; // ウュタヤ コメー。
}
m_pMapInfo[nIndex].bClassic = pRoomInfo->bClassic;
}
./Gunz/ZGameClient.cpp - ZGameClient::OnStageList() :
Code:
roominfo.nCurrPlayers = pNode->nPlayers;
roominfo.bPrivate = bPrivate;
roominfo.bForcedEntry = bForcedEntry;
roominfo.bLimitLevel = bLimitLevel;
roominfo.nMasterLevel = pNode->nMasterLevel;
roominfo.nLimitLevel = pNode->nLimitLevel;
roominfo.nGameType = pNode->nGameType;
roominfo.nStageState = pNode->nState;
roominfo.bClassic = ((pNode->nSettingFlag & MSTAGENODE_FLAG_CLASSIC_MODE) != 0) ? true : false ;
pRoomListBox->SetRoom(&roominfo);
}
}
pRoomListBox->SetScroll(nPrevStageCount, nNextStageCount);
MWidget* pBtn = pResource->FindWidget("StageBeforeBtn");
if (nPrevStageCount != -1)
Now you can use :
Code:
if(m_pMapInfo[i].bClassic == true)
to control your icon.
Build your Gunz and MatchServer.
If this answer is not suitable again, please kill me.