Fixed tabs used for alignment.
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@@ -1347,7 +1347,7 @@ void cPlayer::SetVisible(bool a_bVisible)
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if (!a_bVisible && m_bVisible)
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{
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m_bVisible = false;
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m_World->BroadcastDestroyEntity(*this, m_ClientHandle); // Destroy on all clients
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m_World->BroadcastDestroyEntity(*this, m_ClientHandle); // Destroy on all clients
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}
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}
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@@ -1455,7 +1455,7 @@ bool cPlayer::IsInGroup( const AString & a_Group )
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void cPlayer::ResolvePermissions()
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{
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m_ResolvedPermissions.clear(); // Start with an empty map yo~
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m_ResolvedPermissions.clear(); // Start with an empty map
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// Copy all player specific permissions into the resolved permissions map
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for( PermissionMap::iterator itr = m_Permissions.begin(); itr != m_Permissions.end(); ++itr )
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@@ -1483,7 +1483,7 @@ void cPlayer::ResolveGroups()
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m_ResolvedGroups.clear();
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// Get a complete resolved list of all groups the player is in
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std::map< cGroup*, bool > AllGroups; // Use a map, because it's faster than iterating through a list to find duplicates
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std::map< cGroup*, bool > AllGroups; // Use a map, because it's faster than iterating through a list to find duplicates
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GroupList ToIterate;
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for( GroupList::iterator GroupItr = m_Groups.begin(); GroupItr != m_Groups.end(); ++GroupItr )
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{
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@@ -1501,7 +1501,7 @@ void cPlayer::ResolveGroups()
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else
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{
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AllGroups[ CurrentGroup ] = true;
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m_ResolvedGroups.push_back( CurrentGroup ); // Add group to resolved list
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m_ResolvedGroups.push_back( CurrentGroup ); // Add group to resolved list
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const cGroup::GroupList & Inherits = CurrentGroup->GetInherits();
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for( cGroup::GroupList::const_iterator itr = Inherits.begin(); itr != Inherits.end(); ++itr )
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{
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