////////////////////////////////////////////////////////////////////////// // Function name : SendToClientsExcept // Description : Sends a message to all clients except the one specified. // Return type : LTRESULT - LT_OK on success. Will stop on failure. // Argument : ILTMessage_Read& msg - message to send. // Argument : HCLIENT hExceptClient - The client to skip. // Argument : uint32 nFlags - message flags. ////////////////////////////////////////////////////////////////////////// LTRESULT SendToClientsExcept( ILTMessage_Read& msg, HCLIENT hExceptClient, uint32 nFlags ) { ServerConnectionMgr::GameClientDataList::iterator iter = ServerConnectionMgr::Instance( ).GetGameClientDataList( ).begin( ); for( ; iter != ServerConnectionMgr::Instance( ).GetGameClientDataList( ).end( ); iter++ ) { GameClientData* pGameClientData = *iter; if( pGameClientData->GetClient() == hExceptClient ) continue; LTRESULT hRes = g_pLTServer->SendToClient( &msg, pGameClientData->GetClient(), nFlags ); if( hRes != LT_OK ) return hRes; // Start over. msg.Seek( 0 ); } return LT_OK; }