Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;
Global player-kicking function (cServer, cRoot); More char * -> AString conversion git-svn-id: http://mc-server.googlecode.com/svn/trunk@221 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -64,7 +64,7 @@ struct cPlayer::sPlayerState
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std::string LoadedWorldName;
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};
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cPlayer::cPlayer(cClientHandle* a_Client, const char* a_PlayerName)
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cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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: m_GameMode( 0 )
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, m_IP("")
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, m_LastBlockActionTime( 0 )
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@@ -134,7 +134,7 @@ cPlayer::~cPlayer(void)
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void cPlayer::SpawnOn( cClientHandle* a_Target )
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{
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if( a_Target == m_ClientHandle || !m_bVisible ) return;
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LOG("cPlayer::SpawnOn -> Sending %s to %s", m_pState->PlayerName.c_str(), (a_Target)?a_Target->GetUsername():"Everybody" );
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LOG("cPlayer::SpawnOn -> Sending %s to %s", m_pState->PlayerName.c_str(), (a_Target) ? a_Target->GetUsername().c_str() : "Everybody" );
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cPacket_NamedEntitySpawn SpawnPacket;
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SpawnPacket.m_UniqueID = m_UniqueID;
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SpawnPacket.m_PlayerName = m_pState->PlayerName;
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@@ -897,16 +897,24 @@ bool cPlayer::SaveToDisk()
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const char* cPlayer::GetName()
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const AString & cPlayer::GetName(void) const
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{
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return m_pState->PlayerName.c_str();
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return m_pState->PlayerName;
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}
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void cPlayer::SetName( const char* a_Name )
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void cPlayer::SetName(const AString & a_Name )
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{
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m_pState->PlayerName = a_Name;
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}
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const cPlayer::GroupList & cPlayer::GetGroups()
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{
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return m_pState->Groups;
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@@ -935,7 +943,7 @@ void cPlayer::UseEquippedItem()
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if(GetGameMode() != 1) //No damage in creative
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if (GetInventory().GetEquippedItem().DamageItem())
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{
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LOG("Player %s Broke ID: %i", GetClientHandle()->GetUsername(), GetInventory().GetEquippedItem().m_ItemID);
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LOG("Player %s Broke ID: %i", GetClientHandle()->GetUsername().c_str(), GetInventory().GetEquippedItem().m_ItemID);
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GetInventory().RemoveItem( GetInventory().GetEquippedItem());
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}
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}
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