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Notify if player must log out and back in for access change
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@ -150,7 +150,10 @@ static void accessCommand(std::string full, std::vector<std::string>& args, CNSo
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int accountId = Database::getAccountIdForPlayer(player->iID);
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int accountId = Database::getAccountIdForPlayer(player->iID);
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Database::updateAccountLevel(accountId, newAccess);
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Database::updateAccountLevel(accountId, newAccess);
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Chat::sendServerMessage(sock, "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess));
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std::string msg = "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess);
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if (newAccess <= 50 && currentAccess > 50)
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msg += " (they must log out and back in for some commands to be enabled)";
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Chat::sendServerMessage(sock, msg);
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}
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}
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static void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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static void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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@ -213,11 +213,7 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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response.iID = plr->iID;
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response.iID = plr->iID;
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response.uiSvrTime = getTime();
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response.uiSvrTime = getTime();
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// The only client-side use of the account level is to block
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response.PCLoadData2CL.iUserLevel = plr->accountLevel;
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// the sending of GM packets. Since account level can be changed
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// at runtime and we validate it serverside, we can leave this at 0.
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response.PCLoadData2CL.iUserLevel = 0; // plr->accountLevel;
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response.PCLoadData2CL.iHP = plr->HP;
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response.PCLoadData2CL.iHP = plr->HP;
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response.PCLoadData2CL.iLevel = plr->level;
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response.PCLoadData2CL.iLevel = plr->level;
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response.PCLoadData2CL.iCandy = plr->money;
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response.PCLoadData2CL.iCandy = plr->money;
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