void CGameContext::ConUnFreeze(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();
	static bool Warning = false;
	char aBuf[128];
	CCharacter* pChr = pSelf->GetPlayerChar(Victim);
	if(!pChr)
		return;
	if(pChr->m_DeepFreeze && !Warning)
	{
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "warning", "This client is deeply frozen, repeat the command to defrost him.");
		Warning = true;
		return;
	}
	if(pChr->m_DeepFreeze && Warning)
	{
		pChr->m_DeepFreeze = false;
		Warning = false;
	}
	pChr->m_FreezeTime = 2;
	pChr->GetPlayer()->m_RconFreeze = false;
	CServer* pServ = (CServer*)pSelf->Server();
	str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d has been defrosted.", pServ->ClientName(Victim), Victim);
	pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
}
void CGameContext::ConRename(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	const char *newName = pResult->GetString(0);
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();

	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	CCharacter* pChr = pSelf->m_apPlayers[Victim]->GetCharacter();
	if(!pChr)
		return;

	//change name
	char oldName[MAX_NAME_LENGTH];
	str_copy(oldName, pSelf->Server()->ClientName(Victim), MAX_NAME_LENGTH);

	pSelf->Server()->SetClientName(Victim, newName);
	char aBuf[256];
	str_format(aBuf, sizeof(aBuf), "%s has changed %s's name to '%s'", pSelf->Server()->ClientName(pResult->m_ClientID), oldName, pSelf->Server()->ClientName(Victim));
	pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);

	str_format(aBuf, sizeof(aBuf), "%s changed your name to %s.", pSelf->Server()->ClientName(pResult->m_ClientID), pSelf->Server()->ClientName(Victim));
	pSelf->SendChatTarget(Victim, aBuf);
}
示例#3
0
ServoTitleInfo::ServoTitleInfo(bool new_mode, QWidget *parent) :
    QWidget(parent),
    ui(new Ui::ServoTitleInfo),
    mNewMode( new_mode )
{
    ui->setupUi(this);

//    foreach ( examinee::Device const* device, test::servo::Parameters::Instance().TestCollection().Devices().Get() )
//    {
//        ui->GsType->addItem( device->Name() + " " + device->Manufacturer(), QVariant::fromValue( device ) );
//    }

    ui->PressureNominal->setValidator( new QIntValidator( 10, 315, this ) );
    ui->MaxExpenditure->setValidator( new QIntValidator( 1, 660, this ) );
    ui->MaxExpenditureA->setValidator( new QIntValidator( -660, 660, this ) );
    ui->MaxExpenditureB->setValidator( new QIntValidator( -660, 660, this ) );
    ui->ControlReelResist->setValidator( new QDoubleValidator( INT32_MIN, INT32_MAX , 2, this ) );
    on_RaspredControl_activated( ui->RaspredControl->currentIndex() );    
    on_ControlType_activated( ui->ControlType->currentIndex() );
    on_PosCount_valueChanged( ui->PosCount->value() );

    if ( !mNewMode )
        FromParams();
    CheckRights();
}
void CGameContext::ConFastReload(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();

	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	CCharacter* pChr = pSelf->m_apPlayers[Victim]->GetCharacter();
	if(!pChr)
		return;

	char aBuf[128];
	if (!pChr->m_FastReload)
	{
		pChr->m_ReloadMultiplier = 10000;
		pChr->m_FastReload = true;

		str_format(aBuf, sizeof(aBuf), "You got XXL by %s.", pSelf->Server()->ClientName(pResult->m_ClientID));
		pSelf->SendChatTarget(Victim, aBuf);
	}
	else
	{
		pChr->m_ReloadMultiplier = 1000;
		pChr->m_FastReload = false;
		str_format(aBuf, sizeof(aBuf), "%s removed your XXL.", pSelf->Server()->ClientName(pResult->m_ClientID));
		pSelf->SendChatTarget(Victim, aBuf);
	}

	pChr->m_DDRaceState = DDRACE_CHEAT;
}
示例#5
0
StandParams::StandParams(bool new_mode, QWidget *parent) :
    QWidget(parent),
    ui(new Ui::StandParams),
    mNewMode( new_mode )
{
    ui->setupUi(this);

    if ( test::hydro::Parameters::Instance().PosCount() < 3 )
    {
        ui->l_tr->setVisible( false );
        ui->DD1B_ON->setVisible( false );
        ui->DD2B_ON->setVisible( false );
        ui->DD3B_ON->setVisible( false );
        ui->OnDynamic_2->setVisible( false );

        ui->l_br->setVisible( false );
        ui->DD1B_OFF->setVisible( false );
        ui->DD2B_OFF->setVisible( false );
        ui->DD3B_OFF->setVisible( false );
        ui->OffDynamic_2->setVisible( false );
    }

    if (!mNewMode)
        FromParams();
    CheckRights();
}
void CGameContext::ConScore(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	int Victim = pResult->GetVictim();
	int Score = clamp(pResult->GetInteger(0), -9999, 9999);

	CGameContext *pSelf = (CGameContext *)pUserData;
	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	if (!g_Config.m_SvRconScore)
	{
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can't set a score, if sv_rcon_score is not enabled.");
		return;
	}

	CCharacter* pChr = pSelf->m_apPlayers[Victim]->GetCharacter();;
	if(!pChr)
		return;

	pSelf->m_apPlayers[Victim]->m_Score = Score;

	char aBuf[256];
	str_format(aBuf, sizeof(aBuf), "%s set score of %s to %i" ,pSelf->Server()->ClientName(pResult->m_ClientID),pSelf->Server()->ClientName(Victim), Score);
	pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);

	str_format(aBuf, sizeof(aBuf), "%s set your to %i.", pSelf->Server()->ClientName(pResult->m_ClientID), Score);
	pSelf->SendChatTarget(Victim, aBuf);
}
void CGameContext::ConBlood(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	int Victim = pResult->GetVictim();

	CGameContext *pSelf = (CGameContext *)pUserData;
	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	CCharacter* pChr = pSelf->m_apPlayers[Victim]->GetCharacter();;
	if(!pChr)
		return;

	char aBuf[128];
	if (!pChr->m_Bloody)
	{
		pChr->m_Bloody = true;

		str_format(aBuf, sizeof(aBuf), "You got bloody by %s.", pSelf->Server()->ClientName(pResult->m_ClientID));
		pSelf->SendChatTarget(Victim, aBuf);
	}
	else
	{
		pChr->m_Bloody = false;
		str_format(aBuf, sizeof(aBuf), "%s removed your blood.", pSelf->Server()->ClientName(pResult->m_ClientID));
		pSelf->SendChatTarget(Victim, aBuf);
	}
}
//Restored
void CGameContext::ConHammer(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();
	if(!CheckRights(pResult->m_ClientID, Victim, (CGameContext *)pUserData)) return;

	char aBuf[128];
	int Type = pResult->GetInteger(0);

	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	CCharacter* pChr = pSelf->GetPlayerChar(Victim);
	if(!pChr)
		return;

	CServer* pServ = (CServer*)pSelf->Server();
	if(Type > 10 || Type < 0)
	{
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Select hammer between 0 and 10");
	}
	else
	{
		pChr->m_HammerType = Type;
		pChr->m_DDRaceState = DDRACE_CHEAT;
		str_format(aBuf, sizeof(aBuf), "Hammer of '%s' ClientID=%d setted to %d", pServ->ClientName(Victim), Victim, Type);
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
	}
}
void CGameContext::ConFreeze(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Seconds = -1;
	int Victim = pResult->GetVictim();

	char aBuf[128];

	if(pResult->NumArguments() == 1)
		Seconds = clamp(pResult->GetInteger(0), -2, 9999);

	CCharacter* pChr = pSelf->GetPlayerChar(Victim);
	if(!pChr)
		return;

	if(pSelf->m_apPlayers[Victim])
	{
		pChr->Freeze(Seconds);
		pChr->GetPlayer()->m_RconFreeze = Seconds != -2;
		CServer* pServ = (CServer*)pSelf->Server();
		if(Seconds >= 0)
			str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d has been Frozen for %d.", pServ->ClientName(Victim), Victim, Seconds);
		else if(Seconds == -2)
		{
			pChr->m_DeepFreeze = true;
			str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d has been Deep Frozen.", pServ->ClientName(Victim), Victim);
		}
		else
			str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d is Frozen until you unfreeze him.", pServ->ClientName(Victim), Victim);
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
	}

}
示例#10
0
void CGameContext::ModifyWeapons(IConsole::IResult *pResult, void *pUserData,
		int Weapon, bool Remove)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	if (!CheckRights(pResult->m_ClientID, pResult->GetVictim(), pSelf))
		return;
	int ClientID = pResult->GetVictim();
	if (clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
	{
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
				"invalid weapon id");
		return;
	}

	CCharacter* pChr = GetPlayerChar(ClientID);
	if (!pChr)
		return;

	if (Weapon == -1)
	{
		if (Remove
				&& (pChr->GetActiveWeapon() == WEAPON_SHOTGUN
						|| pChr->GetActiveWeapon() == WEAPON_GRENADE
						|| pChr->GetActiveWeapon() == WEAPON_RIFLE))
			pChr->SetActiveWeapon(WEAPON_GUN);

		if (Remove)
		{
			pChr->SetWeaponGot(WEAPON_SHOTGUN, false);
			pChr->SetWeaponGot(WEAPON_GRENADE, false);
			pChr->SetWeaponGot(WEAPON_RIFLE, false);
		}
		else
			pChr->GiveAllWeapons();
	}
	else if (Weapon != WEAPON_NINJA)
	{
		if (Remove && pChr->GetActiveWeapon() == Weapon)
			pChr->SetActiveWeapon(WEAPON_GUN);

		if (Remove)
			pChr->SetWeaponGot(Weapon, false);
		else
			pChr->GiveWeapon(Weapon, -1);
	}
	else
	{
		if (Remove)
		{
			pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
					"you can't remove ninja");
			return;
		}

		pChr->GiveNinja();
	}

	pChr->m_DDRaceState = DDRACE_CHEAT;
}
示例#11
0
void CGameContext::ConSetlvl1(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	int Victim = pResult->GetVictim();
	CServer* pServ = (CServer*)pSelf->Server();
	if(pSelf->m_apPlayers[Victim] && Victim != pResult->m_ClientID)
		pServ->SetRconLevel(Victim, pServ->AUTHED_HELPER);
}
示例#12
0
void CGameContext::ConUnMember(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();

	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	pSelf->MemberList->UnMember(Victim, pSelf);
}
示例#13
0
// mute through client id
void CGameContext::ConMuteID(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	int Victim = pResult->GetVictim();
	if (!CheckRights(pResult->m_ClientID, Victim, (CGameContext *)pUserData)) return;

	NETADDR Addr;
	pSelf->Server()->GetClientAddr(Victim, &Addr);

	pSelf->Mute(pResult, &Addr, clamp(pResult->GetInteger(0), 1, 86400),
			pSelf->Server()->ClientName(Victim));
}
示例#14
0
void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	int Victim = pResult->GetVictim();
	if (!CheckRights(pResult->m_ClientID, Victim, (CGameContext *)pUserData))
		return;
	CCharacter* pChr = pSelf->GetPlayerChar(Victim);
	if (pChr && pChr->m_Super)
	{
		pChr->m_Super = false;
		pChr->Teams()->SetForceCharacterTeam(Victim,
				pChr->m_TeamBeforeSuper);
	}
}
示例#15
0
void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	int Victim = pResult->GetVictim();
	if (!CheckRights(pResult->m_ClientID, Victim, (CGameContext *)pUserData))
		return;
	CCharacter* pChr = pSelf->GetPlayerChar(Victim);
	if (pChr && !pChr->m_Super)
	{
		pChr->m_Super = true;
		pChr->UnFreeze();
		pChr->m_TeamBeforeSuper = pChr->Team();
		pChr->Teams()->SetCharacterTeam(Victim, TEAM_SUPER);
		pChr->m_DDRaceState = DDRACE_CHEAT;
	}
}
示例#16
0
void CGameContext::ConUnIceHammer(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();

	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	CCharacter* pChr = pSelf->m_apPlayers[Victim]->GetCharacter();
	if (!pChr)
		return;

	pChr->m_IceHammer = false;
}
示例#17
0
void CGameContext::ConForcePause(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	CServer* pServ = (CServer*)pSelf->Server();
	int Victim = pResult->GetVictim();
	if (!CheckRights(pResult->m_ClientID, Victim, (CGameContext *)pUserData)) return;
	int Seconds = 0;
	if (pResult->NumArguments() > 0)
		Seconds = clamp(pResult->GetInteger(0), 0, 360);

	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if (!pPlayer)
		return;

	pPlayer->m_ForcePauseTime = Seconds*pServ->TickSpeed();
	pPlayer->m_Paused = CPlayer::PAUSED_FORCE;
}
示例#18
0
void CGameContext::ConSetJumps(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();

	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	CCharacter *pChr = pSelf->m_apPlayers[Victim]->GetCharacter();
	if (!pChr)
		return;

	pChr->Core()->m_MaxJumps = clamp(pResult->GetInteger(0), 0, 9999);
	pChr->m_DDRaceState = DDRACE_CHEAT;
}
示例#19
0
void CGameContext::ConVis(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();

	if(!pSelf->m_apPlayers[pResult->m_ClientID])
		return;
	char aBuf[128];
	if(pSelf->m_apPlayers[Victim])
	{
		pSelf->m_apPlayers[Victim]->m_Invisible = false;
		CServer* pServ = (CServer*)pSelf->Server();
		str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d is visible.", pServ->ClientName(Victim), Victim);
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
	}
}
示例#20
0
void CGameContext::ConWhisper(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();
	CCharacter* pChr = pSelf->m_apPlayers[pResult->m_ClientID]->GetCharacter();
	const char *message = pResult->GetString(0);

	if(!pChr)
		return;

	char aBuf[256];
	str_format(aBuf, sizeof(aBuf), "%s: %s", pSelf->Server()->ClientName(pResult->m_ClientID), message);
	pSelf->SendChatTarget(Victim, aBuf);

	str_format(aBuf, sizeof(aBuf), "-->%s: %s", pSelf->Server()->ClientName(pResult->m_ClientID), message);
	pSelf->SendChatTarget(pResult->m_ClientID, aBuf);
}
示例#21
0
// unmute by mute list index
void CGameContext::ConUnmute(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	char aIpBuf[64];
	char aBuf[64];
	int Victim = pResult->GetVictim();
	if (!CheckRights(pResult->m_ClientID, Victim, (CGameContext *)pUserData)) return;

	if (Victim < 0 || Victim >= pSelf->m_NumMutes)
		return;

	pSelf->m_NumMutes--;
	pSelf->m_aMutes[Victim] = pSelf->m_aMutes[pSelf->m_NumMutes];

	net_addr_str(&pSelf->m_aMutes[Victim].m_Addr, aIpBuf, sizeof(aIpBuf), false);
	str_format(aBuf, sizeof(aBuf), "Unmuted %s", aIpBuf);
	pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", aBuf);
}
示例#22
0
void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	int TeleTo = pResult->GetInteger(0);
	int Tele = pResult->GetVictim();

	if (!CheckRights(pResult->m_ClientID, Tele, (CGameContext *)pUserData))
		return;

	if (pSelf->m_apPlayers[TeleTo])
	{
		CCharacter* pChr = pSelf->GetPlayerChar(Tele);
		if (pChr && pSelf->GetPlayerChar(TeleTo))
		{
			pChr->Core()->m_Pos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
			pChr->m_DDRaceState = DDRACE_CHEAT;
		}
	}
}
ControlPanelsTitleInfo::ControlPanelsTitleInfo(bool new_mode, QWidget *parent) :
    QWidget(parent),
    ui(new Ui::ControlPanelsTitleInfo),
    mNewMode( new_mode )
{
    ui->setupUi(this);

    foreach ( examinee::Device const* device, test::control_board::Parameters::Instance().TestCollection().Devices().Get() )
    {
        ui->GsType->addItem( device->Name() + " " + device->Manufacturer(), QVariant::fromValue( device ) );
    }
    ui->GsType->setCurrentIndex( -1 );

    ui->Voltage->setValidator( new QDoubleValidator( 1, 40, 2, this ) );
    ui->MaxAmperage->setValidator( new QDoubleValidator( 0, 3, 3, this ) );

    if ( !mNewMode )
        FromParams();

    CheckRights();
}
示例#24
0
//XXLmod
void CGameContext::ConSkin(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	const char *Skin = pResult->GetString(0);
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();

	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	CCharacter* pChr = pSelf->m_apPlayers[Victim]->GetCharacter();;
	if(!pChr)
		return;

	//change skin
	str_copy(pSelf->m_apPlayers[Victim]->m_TeeInfos.m_SkinName, Skin, sizeof(pSelf->m_apPlayers[Victim]->m_TeeInfos.m_SkinName));
	char aBuf[256];
	str_format(aBuf, sizeof(aBuf), "%s's skin changed to %s" ,pSelf->Server()->ClientName(Victim), Skin);
	pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
}
示例#25
0
void CGameContext::ConLogOut(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	CServer* pServer = (CServer*)pSelf->Server();

	int Victim;
	if(pResult->NumArguments() == 0)
		Victim = pResult->m_ClientID;
	else
		Victim = pResult->GetInteger(0);

	if(!CheckRights(pResult->m_ClientID, Victim, (CGameContext *)pUserData))
		return;

	/*if (g_Config.m_SvRconScore)
		pSelf->m_apPlayers[Victim]->m_Score = 0;*/

	// logout from membertile
	pSelf->m_apPlayers[Victim]->m_IsMember = false;
	pSelf->m_apPlayers[Victim]->m_IsLoggedIn = false;

	// DDRace level reset
	pSelf->OnSetAuthed(Victim, pServer->AUTHED_NO);

	// from server.cpp
	if(pServer->m_aClients[Victim].m_State != CServer::CClient::STATE_EMPTY)
	{
		CMsgPacker Msg(NETMSG_RCON_AUTH_STATUS);
		Msg.AddInt(0);	//authed
		Msg.AddInt(0);	//cmdlist
		pServer->SendMsgEx(&Msg, MSGFLAG_VITAL, Victim, true);

		pServer->m_aClients[Victim].m_Authed = pServer->AUTHED_NO;
		pServer->m_aClients[Victim].m_pRconCmdToSend = 0;
		pServer->SendRconLine(Victim, "Logout successful.");
		char aBuf[32];
		str_format(aBuf, sizeof(aBuf), "ClientID=%d logged out", Victim);
		pServer->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", aBuf);
	}
}
示例#26
0
void MainWindow::enable_modes(bool enabled)
{
    ui->act_test_case1->setEnabled( enabled );
    ui->act_test_case2->setEnabled( enabled );
    ui->act_test_case3->setEnabled( enabled );
    ui->act_test_case4->setEnabled( enabled );
    ui->ManualControl->setEnabled( enabled );

    ui->TestCase1->setEnabled( enabled );
    ui->TestCase2->setEnabled( enabled );
    ui->TestCase3->setEnabled( enabled );
    ui->TestCase4->setEnabled( enabled );

    ui->app_settings->setEnabled( enabled );
    ui->device_list->setEnabled( enabled );

    ui->hydro_list->setEnabled( enabled );
    ui->servo_list->setEnabled( enabled );

    ui->load_isp_params->setEnabled( enabled );

    CheckRights();
}
示例#27
0
void CGameContext::ConRainbow(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();
	int Rainbowtype = clamp(pResult->GetInteger(0), 0, 2);

	CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
	if(!pPlayer)
		return;

	CCharacter* pChr = pSelf->m_apPlayers[Victim]->GetCharacter();
	if(!pChr)
		return;

	char aBuf[256];
	if ((pSelf->m_apPlayers[Victim]->m_Rainbow == RAINBOW_NONE || pSelf->m_apPlayers[Victim]->m_Rainbow == RAINBOW_BLACKWHITE) && Rainbowtype <= 1)
	{
		pSelf->m_apPlayers[Victim]->m_Rainbow = RAINBOW_COLOR;

		str_format(aBuf, sizeof(aBuf), "You got rainbow by %s.", pSelf->Server()->ClientName(pResult->m_ClientID));
		pSelf->SendChatTarget(Victim, aBuf);
	}
	else if ((pSelf->m_apPlayers[Victim]->m_Rainbow == RAINBOW_NONE || pSelf->m_apPlayers[Victim]->m_Rainbow == RAINBOW_COLOR) && Rainbowtype == 2)
	{
		pSelf->m_apPlayers[Victim]->m_Rainbow = RAINBOW_BLACKWHITE;

		str_format(aBuf, sizeof(aBuf), "You got black and white rainbow by %s.", pSelf->Server()->ClientName(pResult->m_ClientID));
		pSelf->SendChatTarget(Victim, aBuf);
	}
	else
	{
		pSelf->m_apPlayers[Victim]->m_Rainbow = RAINBOW_NONE;
		str_format(aBuf, sizeof(aBuf), "%s removed your rainbow.", pSelf->Server()->ClientName(pResult->m_ClientID));
		pSelf->SendChatTarget(Victim, aBuf);
	}
}
示例#28
0
void MainWindow::showEvent( QShowEvent *e )
{
    CheckRights();
    ui->statusBar->showMessage("Текущий пользователь: " + app::Settings::Instance().User() );
    QMainWindow::showEvent( e );
}