void PLAYER::on_disconnect() { kill_character(WEAPON_GAME); //game.controller->on_player_death(&game.players[client_id], 0, -1); char buf[512]; str_format(buf, sizeof(buf), "%s has left the game", server_clientname(client_id)); game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf); dbg_msg("game", "leave player='%d:%s'", client_id, server_clientname(client_id)); }
void PLAYER::set_team(int new_team) { // clamp the team new_team = game.controller->clampteam(new_team); if(team == new_team) return; char buf[512]; str_format(buf, sizeof(buf), "%s joined the %s", server_clientname(client_id), game.controller->get_team_name(new_team)); game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf); kill_character(WEAPON_GAME); team = new_team; }
void PLAYER::on_disconnect() { kill_character(WEAPON_GAME); char buf[512]; str_format(buf, sizeof(buf), "%s has left the game", server_clientname(client_id)); game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf); char cmd[64]; if (muted) { str_format(cmd, sizeof(cmd), "ban %d %d", client_id, muted/server_tickspeed()); console_execute_line(cmd,-1); } }
void PLAYER::on_disconnect() { // kill_character(WEAPON_GAME); //game.controller->on_player_death(&game.players[client_id], 0, -1); char buf[512]; str_format(buf, sizeof(buf), "%s has left the game", server_clientname(client_id)); game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf); char cmd[64]; if (muted>0) { str_format(cmd, sizeof(cmd), "ban %d %d %s", client_id, muted/server_tickspeed(),"Trying to evade mute"); console_execute_line(cmd,3,-1); } dbg_msg("game", "leave player='%d:%s'", client_id, server_clientname(client_id)); }
void PLAYER::set_team(int new_team) { // clamp the team new_team = game.controller->clampteam(new_team); if(team == new_team) return; char buf[512]; str_format(buf, sizeof(buf), _t("%s joined the %s"), server_clientname(client_id), game.controller->get_team_name(new_team)); game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf); kill_character(WEAPON_GAME); team = new_team; score = 0; dbg_msg("game", _t("team_join player='%d:%s' team=%d"), client_id, server_clientname(client_id), team); game.controller->on_player_info_change(game.players[client_id]); }
void PLAYER::set_team(int new_team) { if(!logged_in){ game.send_broadcast("You are not logged in! Type /account", client_id); return;} // clamp the team new_team = game.controller->clampteam(new_team); if(team == new_team) return; char buf[512]; str_format(buf, sizeof(buf), "%s joined the %s", server_clientname(client_id), game.controller->get_team_name(new_team)); game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf); kill_character(WEAPON_GAME); team = new_team; dbg_msg("game", "team_join player='%d:%s' team=%d", client_id, server_clientname(client_id), team); game.controller->on_player_info_change(game.players[client_id]); }
BOOL CALLBACK DialogProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) { HMENU hMenu; HWND comboControl1; HWND comboControl2; HWND comboControl3; comboControl1=GetDlgItem(hwnd,IDC_COMBO1); comboControl2=GetDlgItem(hwnd,IDC_COMBO2); comboControl3=GetDlgItem(hwnd,IDC_COMBO3); BOOL status = FALSE; JABIA_Character * ptr = 0; // character address switch (message) { case WM_INITDIALOG: BringWindowToTop(hwnd); // add menu hMenu = LoadMenu(g_hModule, MAKEINTRESOURCE(IDR_MENU1)); SetMenu(hwnd,hMenu); // add icon HICON hIcon; hIcon = (HICON)LoadImage( g_hModule, MAKEINTRESOURCE(IDI_ICON1), IMAGE_ICON, GetSystemMetrics(SM_CXSMICON), GetSystemMetrics(SM_CYSMICON), 0); if(hIcon) { SendMessage(hwnd, WM_SETICON, ICON_SMALL, (LPARAM)hIcon); } // add characters to drop down list for(unsigned long i = 0; i < jabia_characters.size(); i++) { SendMessage(comboControl1,CB_ADDSTRING,0,reinterpret_cast<LPARAM>((LPCTSTR)jabia_characters.at(i)->merc_name)); char buf[255]; wsprintf(buf, "In init, Character at 0x%X", jabia_characters.at(i)); OutputDebugString(buf); } // select fist item in list SendMessage(comboControl1, CB_SETCURSEL, last_character_selected_index, 0); // add weapons slots to their combo box SendMessage(comboControl2,CB_ADDSTRING,0,reinterpret_cast<LPARAM>((LPCTSTR)"1")); SendMessage(comboControl2,CB_ADDSTRING,0,reinterpret_cast<LPARAM>((LPCTSTR)"2")); SendMessage(comboControl2,CB_ADDSTRING,0,reinterpret_cast<LPARAM>((LPCTSTR)"3")); // select fist item in list SendMessage(comboControl2, CB_SETCURSEL, last_weaponslot_selected_index, 0); // add inventory slots to their combo box for(int i = 0; i < JABIA_CHARACTER_INV_SLOTS; i++) { char buf[5]; //wsprintf(buf, "%i", i); SendMessage(comboControl3,CB_ADDSTRING,0,reinterpret_cast<LPARAM>((LPCTSTR)buf)); } // select fist item in list SendMessage(comboControl3, CB_SETCURSEL, 0, 0); break; case WM_COMMAND: switch(LOWORD(wParam)) { case IDC_COMBO1: switch(HIWORD(wParam)) { case CBN_CLOSEUP: // use combo box selected index to get a character out of the vector last_character_selected_index = SendMessage(comboControl1, CB_GETCURSEL, 0, 0); ptr = jabia_characters.at(last_character_selected_index); fillDialog(hwnd, ptr); break; } break; case IDC_COMBO2: switch(HIWORD(wParam)) { case CBN_CLOSEUP: // use combo box selected index to get weapon from inventory last_weaponslot_selected_index = SendMessage(comboControl2, CB_GETCURSEL, 0, 0); ptr = jabia_characters.at(last_character_selected_index); fillDialog(hwnd, ptr); break; } break; case IDC_COMBO3: switch(HIWORD(wParam)) { case CBN_CLOSEUP: // use combo box selected index to get weapon from inventory last_inventory_selected_index = SendMessage(comboControl3, CB_GETCURSEL, 0, 0); ptr = jabia_characters.at(last_character_selected_index); fillDialog(hwnd, ptr); break; } break; case IDSET: //char buf[50]; //wsprintf(buf, "Setting"); ptr = jabia_characters.at(last_character_selected_index); setCharacter(hwnd, ptr); break; case IDM_HEAL_CHARACTER: ptr = jabia_characters.at(last_character_selected_index); heal_character(ptr); fillDialog(hwnd, ptr); break; case IDM_KILL_CHARACTER: ptr = jabia_characters.at(last_character_selected_index); kill_character(ptr); fillDialog(hwnd, ptr); break; case IDM_STUN_CHARACTER: ptr = jabia_characters.at(last_character_selected_index); stun_character(ptr); fillDialog(hwnd, ptr); break; case IDM_EQUIPMENT1: ptr = jabia_characters.at(last_character_selected_index); give_equipment1(ptr); fillDialog(hwnd, ptr); break; case IDM_DUMP_CHARACTER: ptr = jabia_characters.at(last_character_selected_index); dump_current_character(hwnd, ptr); break; case IDM_DUMP_ALL: dump_all_characters(hwnd); break; case IDCANCEL: DestroyWindow(hwnd); PostQuitMessage(0); break; } break; default: return FALSE; } return FALSE; }