// mute through client id void CGameContext::ConMuteID(IConsole::IResult *pResult, void *pUserData) { CGameContext *pSelf = (CGameContext *) pUserData; int Victim = pResult->GetVictim(); NETADDR Addr; pSelf->Server()->GetClientAddr(Victim, &Addr); pSelf->Mute(pResult, &Addr, clamp(pResult->GetInteger(0), 1, 86400), pSelf->Server()->ClientName(Victim)); }
// mute through ip, arguments reversed to workaround parsing void CGameContext::ConMuteIP(IConsole::IResult *pResult, void *pUserData) { CGameContext *pSelf = (CGameContext *) pUserData; NETADDR Addr; if (net_addr_from_str(&Addr, pResult->GetString(0))) { pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", "Invalid network address to mute"); } pSelf->Mute(pResult, &Addr, clamp(pResult->GetInteger(1), 1, 86400), pResult->GetString(0)); }