Exported player list states to extra functions.
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@@ -777,19 +777,71 @@ void cProtocol172::SendParticleEffect(const AString & a_ParticleName, float a_Sr
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void cProtocol172::SendPlayerListItem(const cPlayer & a_Player, char a_Action)
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void cProtocol172::SendPlayerListAddPlayer(const cPlayer & a_Player)
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{
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ASSERT(m_State == 3); // In game mode?
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if (a_Action == 1)
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{
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// Ignore gamemode update
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return;
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}
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cPacketizer Pkt(*this, 0x38); // Playerlist Item packet
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Pkt.WriteString(a_Player.GetName());
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Pkt.WriteBool(a_Action != 4);
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Pkt.WriteShort((a_Action == 4) ? 0 : a_Player.GetClientHandle()->GetPing());
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Pkt.WriteBool(true);
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Pkt.WriteShort(a_Player.GetClientHandle()->GetPing());
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}
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void cProtocol172::SendPlayerListRemovePlayer(const cPlayer & a_Player)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, 0x38);
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Pkt.WriteString(a_Player.GetName());
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Pkt.WriteBool(false);
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Pkt.WriteShort(0);
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}
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void cProtocol172::SendPlayerListUpdateGameMode(const cPlayer & a_Player)
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{
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// Not implemented in this protocol version
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UNUSED(a_Player);
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}
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void cProtocol172::SendPlayerListUpdatePing(const cPlayer & a_Player)
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{
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// It is a simple add player packet in this protocol.
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SendPlayerListAddPlayer(a_Player);
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}
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void cProtocol172::SendPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_OldListName)
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{
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ASSERT(m_State == 3); // In game mode?
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if (a_OldListName == a_Player.GetName())
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{
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return;
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}
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// Remove the old name from the tablist:
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{
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cPacketizer Pkt(*this, 0x38);
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Pkt.WriteString(a_OldListName);
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Pkt.WriteBool(false);
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Pkt.WriteShort(0);
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}
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SendPlayerListAddPlayer(a_Player);
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}
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