Notify if player must log out and back in for access change

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gsemaj 2024-06-23 18:41:43 -07:00
parent b780f5ee60
commit 47dbc6d35e
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GPG Key ID: 24B96BAA40497929
2 changed files with 5 additions and 6 deletions

View File

@ -150,7 +150,10 @@ static void accessCommand(std::string full, std::vector<std::string>& args, CNSo
int accountId = Database::getAccountIdForPlayer(player->iID);
Database::updateAccountLevel(accountId, newAccess);
Chat::sendServerMessage(sock, "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess));
std::string msg = "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess);
if (newAccess <= 50 && currentAccess > 50)
msg += " (they must log out and back in for some commands to be enabled)";
Chat::sendServerMessage(sock, msg);
}
static void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {

View File

@ -213,11 +213,7 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
response.iID = plr->iID;
response.uiSvrTime = getTime();
// The only client-side use of the account level is to block
// the sending of GM packets. Since account level can be changed
// at runtime and we validate it serverside, we can leave this at 0.
response.PCLoadData2CL.iUserLevel = 0; // plr->accountLevel;
response.PCLoadData2CL.iUserLevel = plr->accountLevel;
response.PCLoadData2CL.iHP = plr->HP;
response.PCLoadData2CL.iLevel = plr->level;
response.PCLoadData2CL.iCandy = plr->money;