mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
Cleaned up comment formatting.
The incantation was: sed -i 's://\([^ ]\):// \1:' src/*.[ch]pp Lines of code that was commented out were then manually reverted.
This commit is contained in:
parent
131997f34f
commit
9cc5f3e4d5
@ -25,7 +25,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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return; // ignore the malformed packet
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sP_CL2LS_REQ_LOGIN* login = (sP_CL2LS_REQ_LOGIN*)data->buf;
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//TODO: implement better way of sending credentials
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// TODO: implement better way of sending credentials
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std::string userLogin((char*)login->szCookie_TEGid);
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std::string userPassword((char*)login->szCookie_authid);
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@ -45,7 +45,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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bool success = false;
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int errorCode = 0;
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//checking regex
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// checking regex
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if (!CNLoginServer::isLoginDataGood(userLogin, userPassword))
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{
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errorCode = (int)LoginError::LOGIN_ERROR;
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@ -53,7 +53,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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else
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{
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std::unique_ptr<Database::Account> findUser = Database::findAccount(userLogin);
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//if account not found, create it
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// if account not found, create it
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if (findUser == nullptr)
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{
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loginSessions[sock] = CNLoginData();
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@ -61,16 +61,16 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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loginSessions[sock].slot = 1;
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success = true;
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}
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//if user exists, check if password is correct
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// if user exists, check if password is correct
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else if (CNLoginServer::isPasswordCorrect(findUser->Password, userPassword))
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{
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//check if account isn't currently in use
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// check if account isn't currently in use
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if (CNLoginServer::isAccountInUse(findUser->AccountID) ||
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PlayerManager::isAccountInUse(findUser->AccountID))
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{
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errorCode = (int)LoginError::ID_ALREADY_IN_USE;
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}
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//if not, login success
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// if not, login success
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else
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{
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loginSessions[sock] = CNLoginData();
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@ -124,12 +124,12 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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charInfo.iY = it->y;
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charInfo.iZ = it->z;
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//save character in session (for char select)
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// save character in session (for char select)
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int UID = it->iID;
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loginSessions[sock].characters[UID] = Player(*it);
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loginSessions[sock].characters[UID].FEKey = sock->getFEKey();
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//Equip info
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// Equip info
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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charInfo.aEquip[i] = it->Equip[i];
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}
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@ -141,7 +141,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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sock->sendPacket((void*)&charInfo, P_LS2CL_REP_CHAR_INFO, sizeof(sP_LS2CL_REP_CHAR_INFO));
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}
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}
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//Failure
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// Failure
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else {
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INITSTRUCT(sP_LS2CL_REP_LOGIN_FAIL, resp);
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@ -165,11 +165,11 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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bool success = true;
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int errorcode = 0;
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//check regex
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// check regex
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if (!CNLoginServer::isCharacterNameGood(U16toU8(nameCheck->szFirstName), U16toU8(nameCheck->szLastName))) {
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success = false;
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errorcode = 4;
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} else if (!Database::isNameFree(nameCheck)){ //check if name isn't already occupied
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} else if (!Database::isNameFree(nameCheck)){ // check if name isn't already occupied
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success = false;
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errorcode = 1;
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}
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@ -252,7 +252,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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resp.iLevel = player.level;
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resp.sOn_Item = character->sOn_Item;
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//save player in session
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// save player in session
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loginSessions[sock].characters[UID] = Player(player);
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loginSessions[sock].characters[UID].FEKey = sock->getFEKey();
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@ -322,11 +322,11 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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return;
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sP_CL2LS_REQ_SAVE_CHAR_TUTOR* save = (sP_CL2LS_REQ_SAVE_CHAR_TUTOR*)data->buf;
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Database::finishTutorial(save->iPC_UID);
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//update character in session
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// update character in session
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auto key = loginSessions[sock].characters[save->iPC_UID].FEKey;
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loginSessions[sock].characters[save->iPC_UID] = Player(Database::getPlayer(save->iPC_UID));
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loginSessions[sock].characters[save->iPC_UID].FEKey = key;
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//no response here
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// no response here
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break;
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}
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case P_CL2LS_REQ_CHANGE_CHAR_NAME: {
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@ -34,7 +34,7 @@ private:
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static bool isPasswordCorrect(std::string actualPassword, std::string tryPassword);
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static bool isAccountInUse(int accountId);
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static bool isCharacterNameGood(std::string Firstname, std::string Lastname);
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//returns true if success
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// returns true if success
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static bool exitDuplicate(int accountId);
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public:
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CNLoginServer(uint16_t p);
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@ -75,7 +75,7 @@ auto db = make_storage("database.db",
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void Database::open()
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{
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//this parameter means it will try to preserve data during migration
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// this parameter means it will try to preserve data during migration
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bool preserve = true;
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db.sync_schema(preserve);
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DEBUGLOG(
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@ -102,7 +102,7 @@ void Database::updateSelected(int accountId, int slot)
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std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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{
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//this is awful, I've tried everything to improve it
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// this is awful, I've tried everything to improve it
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auto find = db.get_all<Account>(
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where(c(&Account::Login) == login), limit(1));
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if (find.empty())
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@ -130,24 +130,24 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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DbPlayer create = {};
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//save packet data
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// save packet data
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create.FirstName = U16toU8(save->szFirstName);
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create.LastName = U16toU8(save->szLastName);
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create.slot = save->iSlotNum;
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create.AccountID = AccountID;
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//set flags
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// set flags
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create.AppearanceFlag = 0;
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create.TutorialFlag = 0;
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create.PayZoneFlag = 0;
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//set namecheck based on setting
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// set namecheck based on setting
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if (settings::APPROVEALLNAMES || save->iFNCode)
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create.NameCheck = 1;
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else
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create.NameCheck = 0;
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//create default body character
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// create default body character
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create.Body = 0;
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create.Class = 0;
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create.EyeColor = 1;
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@ -184,7 +184,7 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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finish.Level = 1;
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finish.SkinColor = character->PCStyle.iSkinColor;
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db.update(finish);
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//clothes
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// clothes
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Inventory Foot, LB, UB;
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Foot.playerId = character->PCStyle.iPC_UID;
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Foot.id = character->sOn_Item.iEquipFootID;
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@ -212,9 +212,9 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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void Database::finishTutorial(int PlayerID)
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{
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Player finish = getPlayer(PlayerID);
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//set flag
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// set flag
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finish.PCStyle2.iTutorialFlag= 1;
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//add Gun
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// add Gun
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Inventory LightningGun = {};
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LightningGun.playerId = PlayerID;
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LightningGun.id = 328;
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@ -222,7 +222,7 @@ void Database::finishTutorial(int PlayerID)
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LightningGun.Type = 0;
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LightningGun.Opt = 1;
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db.insert(LightningGun);
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//add Nano
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// add Nano
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Nano Buttercup = {};
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Buttercup.playerId = PlayerID;
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Buttercup.iID = 1;
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@ -230,7 +230,7 @@ void Database::finishTutorial(int PlayerID)
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Buttercup.iStamina = 150;
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finish.equippedNanos[0] = 1;
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db.insert(Buttercup);
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//save missions
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// save missions
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MissionManager::saveMission(&finish, 0);
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MissionManager::saveMission(&finish, 1);
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@ -254,7 +254,7 @@ std::vector <Player> Database::getCharacters(int UserID)
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std::vector<DbPlayer>characters =
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db.get_all<DbPlayer>(where
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(c(&DbPlayer::AccountID) == UserID));
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//parsing DbPlayer to Player
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// parsing DbPlayer to Player
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std::vector<Player> result = std::vector<Player>();
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for (auto &character : characters) {
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Player toadd = DbToPlayer(character);
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@ -319,9 +319,9 @@ Database::DbPlayer Database::playerToDb(Player *player)
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result.Nano2 = player->equippedNanos[1];
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result.Nano3 = player->equippedNanos[2];
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//quests
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// quests
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result.QuestFlag = std::vector<char>();
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//parsing long array to char vector
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// parsing long array to char vector
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for (int i=0; i<16; i++)
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{
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int64_t temp = player->aQuestFlag[i];
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@ -420,13 +420,13 @@ void Database::updatePlayer(Player *player) {
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}
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void Database::updateInventory(Player *player){
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//start transaction
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// start transaction
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db.begin_transaction();
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//remove all
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// remove all
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db.remove_all<Inventory>(
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where(c(&Inventory::playerId) == player->iID)
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);
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//insert equip
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// insert equip
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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if (player->Equip[i].iID != 0) {
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sItemBase* next = &player->Equip[i];
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@ -440,7 +440,7 @@ void Database::updateInventory(Player *player){
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db.insert(toAdd);
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}
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}
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//insert inventory
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// insert inventory
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for (int i = 0; i < AINVEN_COUNT; i++) {
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if (player->Inven[i].iID != 0) {
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sItemBase* next = &player->Inven[i];
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@ -454,7 +454,7 @@ void Database::updateInventory(Player *player){
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db.insert(toAdd);
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}
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}
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//insert bank
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// insert bank
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for (int i = 0; i < ABANK_COUNT; i++) {
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if (player->Bank[i].iID != 0) {
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sItemBase* next = &player->Bank[i];
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@ -471,13 +471,13 @@ void Database::updateInventory(Player *player){
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db.commit();
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}
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void Database::updateNanos(Player *player) {
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//start transaction
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// start transaction
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db.begin_transaction();
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//remove all
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// remove all
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db.remove_all<Nano>(
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where(c(&Nano::playerId) == player->iID)
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);
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//insert
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// insert
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for (int i=1; i < SIZEOF_NANO_BANK_SLOT; i++)
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{
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if ((player->Nanos[i]).iID == 0)
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@ -493,18 +493,18 @@ void Database::updateNanos(Player *player) {
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db.commit();
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}
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void Database::getInventory(Player* player) {
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//get items from DB
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// get items from DB
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auto items = db.get_all<Inventory>(
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where(c(&Inventory::playerId) == player->iID)
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);
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//set items
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// set items
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for (const Inventory ¤t : items) {
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sItemBase toSet = {};
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toSet.iID = current.id;
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toSet.iType = current.Type;
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toSet.iOpt = current.Opt;
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toSet.iTimeLimit = current.TimeLimit;
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//assign to proper arrays
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// assign to proper arrays
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if (current.slot <= AEQUIP_COUNT)
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player->Equip[current.slot] = toSet;
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else if (current.slot <= (AEQUIP_COUNT + AINVEN_COUNT))
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@ -515,11 +515,11 @@ void Database::getInventory(Player* player) {
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}
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void Database::getNanos(Player* player) {
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//get from DB
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// get from DB
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auto nanos = db.get_all<Nano>(
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where(c(&Nano::playerId) == player->iID)
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);
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//set
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// set
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for (const Nano& current : nanos) {
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sNano *toSet = &player->Nanos[current.iID];
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toSet->iID = current.iID;
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@ -69,23 +69,23 @@ namespace Database {
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#pragma endregion DatabaseStructs
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//handles migrations
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// handles migrations
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void open();
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//returns ID
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// returns ID
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int addAccount(std::string login, std::string password);
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void updateSelected(int accountId, int playerId);
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std::unique_ptr<Account> findAccount(std::string login);
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bool isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck);
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//called after chosing name, returns ID
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// called after chosing name, returns ID
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int createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID);
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//called after finishing creation
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// called after finishing creation
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void finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character);
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//called after tutorial
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// called after tutorial
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void finishTutorial(int PlayerID);
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//returns slot number
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// returns slot number
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int deleteCharacter(int characterID, int userID);
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std::vector <Player> getCharacters(int userID);
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//accepting/declining custom name
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// accepting/declining custom name
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enum class CustomName {
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APPROVE = 1,
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DISAPPROVE = 2
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@ -93,11 +93,11 @@ namespace Database {
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void evaluateCustomName(int characterID, CustomName decision);
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void changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save);
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//parsing DbPlayer
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// parsing DbPlayer
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DbPlayer playerToDb(Player *player);
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Player DbToPlayer(DbPlayer player);
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//getting players
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// getting players
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DbPlayer getDbPlayerById(int id);
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Player getPlayer(int id);
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@ -11,9 +11,9 @@ void ItemManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_DELETE, itemDeleteHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_ITEM, itemGMGiveHandler);
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//Bank
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// Bank
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BANK_OPEN, itemBankOpenHandler);
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//Trade handlers
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// Trade handlers
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER, itemTradeOfferHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT, itemTradeOfferAcceptHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL, itemTradeOfferRefusalHandler);
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@ -35,7 +35,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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PlayerView& plr = PlayerManager::players[sock];
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//sanity check
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// sanity check
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if (plr.plr->Equip[itemmove->iFromSlotNum].iType != 0 && itemmove->eFrom == 0 && itemmove->eTo == 0) {
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// this packet should never happen unless it is a weapon, tell the client to do nothing and do nothing ourself
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resp.eTo = itemmove->eFrom;
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@ -53,7 +53,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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if (itemmove->iToSlotNum > ABANK_COUNT || itemmove->iToSlotNum < 0)
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return;
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//get the fromItem
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// get the fromItem
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sItemBase *fromItem;
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switch ((SlotType)itemmove->eFrom) {
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case SlotType::EQUIP:
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@ -67,7 +67,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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break;
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}
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//get the toItem
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// get the toItem
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sItemBase* toItem;
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switch ((SlotType)itemmove->eTo) {
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case SlotType::EQUIP:
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@ -81,16 +81,16 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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break;
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}
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//save items to response
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// save items to response
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resp.ToSlotItem = *toItem;
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resp.FromSlotItem = *fromItem;
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//swap items in session
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// swap items in session
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sItemBase temp = *toItem;
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*toItem = *fromItem;
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*fromItem = temp;
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//send equip change to viewable players
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// send equip change to viewable players
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if (itemmove->eFrom == (int)SlotType::EQUIP || itemmove->eTo == (int)SlotType::EQUIP) {
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INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
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@ -114,7 +114,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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}
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}
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//send response
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// send response
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resp.eTo = itemmove->eFrom;
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resp.iToSlotNum = itemmove->iFromSlotNum;
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resp.eFrom = itemmove->eTo;
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@ -177,7 +177,7 @@ void ItemManager::itemBankOpenHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_BANK_OPEN))
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return; // ignore the malformed packet
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//just send bank inventory
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// just send bank inventory
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INITSTRUCT(sP_FE2CL_REP_PC_BANK_OPEN_SUCC, resp);
|
||||
for (int i = 0; i < ABANK_COUNT; i++) {
|
||||
resp.aBank[i] = PlayerManager::players[sock].plr->Bank[i];
|
||||
@ -220,7 +220,7 @@ void ItemManager::itemTradeOfferHandler(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL));
|
||||
|
||||
return; //prevent trading with a player already trading
|
||||
return; // prevent trading with a player already trading
|
||||
}
|
||||
|
||||
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER, resp);
|
||||
@ -275,7 +275,7 @@ void ItemManager::itemTradeOfferAcceptHandler(CNSocket* sock, CNPacketData* data
|
||||
|
||||
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL));
|
||||
|
||||
return; //prevent trading with a player already trading
|
||||
return; // prevent trading with a player already trading
|
||||
}
|
||||
|
||||
plr.plr->isTrading = true;
|
||||
|
@ -14,7 +14,7 @@ namespace ItemManager {
|
||||
void itemMoveHandler(CNSocket* sock, CNPacketData* data);
|
||||
void itemDeleteHandler(CNSocket* sock, CNPacketData* data);
|
||||
void itemGMGiveHandler(CNSocket* sock, CNPacketData* data);
|
||||
//Bank
|
||||
// Bank
|
||||
void itemBankOpenHandler(CNSocket* sock, CNPacketData* data);
|
||||
void itemTradeOfferHandler(CNSocket* sock, CNPacketData* data);
|
||||
//void itemTradeOfferCancel(CNSocket* sock, CNPacketData* data);
|
||||
|
@ -103,7 +103,7 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
|
||||
// if it's the last task
|
||||
if (task["m_iSUOutgoingTask"] == 0)
|
||||
{
|
||||
//save completed mission on player
|
||||
// save completed mission on player
|
||||
saveMission(plr, (int)(task["m_iHMissionID"])-1);
|
||||
}
|
||||
|
||||
@ -332,7 +332,7 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid) {
|
||||
}
|
||||
|
||||
void MissionManager::saveMission(Player* player, int missionId) {
|
||||
//Missions are stored in int_64t array
|
||||
// Missions are stored in int_64t array
|
||||
int row = missionId / 64;
|
||||
int column = missionId % 64;
|
||||
player->aQuestFlag[row] |= (1ULL << column);
|
||||
|
@ -220,13 +220,13 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
|
||||
response.PCLoadData2CL.iFatigue = 50;
|
||||
response.PCLoadData2CL.PCStyle = plr.PCStyle;
|
||||
response.PCLoadData2CL.PCStyle2 = plr.PCStyle2;
|
||||
//inventory
|
||||
// inventory
|
||||
for (int i = 0; i < AEQUIP_COUNT; i++)
|
||||
response.PCLoadData2CL.aEquip[i] = plr.Equip[i];
|
||||
|
||||
for (int i = 0; i < AINVEN_COUNT; i++)
|
||||
response.PCLoadData2CL.aInven[i] = plr.Inven[i];
|
||||
//nanos
|
||||
// nanos
|
||||
for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) {
|
||||
response.PCLoadData2CL.aNanoBank[i] = plr.Nanos[i];
|
||||
}
|
||||
@ -234,7 +234,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
|
||||
response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i];
|
||||
}
|
||||
|
||||
//missions
|
||||
// missions
|
||||
for (int i = 0; i < 16; i++) {
|
||||
response.PCLoadData2CL.aQuestFlag[i] = plr.aQuestFlag[i];
|
||||
}
|
||||
@ -450,7 +450,7 @@ void PlayerManager::ziplinePlayer(CNSocket* sock, CNPacketData* data) {
|
||||
ziplineResponse.fVZ = ziplineData->fVZ;
|
||||
ziplineResponse.fMovDistance = ziplineData->fMovDistance;
|
||||
ziplineResponse.fMaxDistance = ziplineData->fMaxDistance;
|
||||
ziplineResponse.fDummy = ziplineData->fDummy; //wtf is this for?
|
||||
ziplineResponse.fDummy = ziplineData->fDummy; // wtf is this for?
|
||||
ziplineResponse.iStX = ziplineData->iStX;
|
||||
ziplineResponse.iStY = ziplineData->iStY;
|
||||
ziplineResponse.iStZ = ziplineData->iStZ;
|
||||
@ -673,7 +673,7 @@ void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
|
||||
INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
|
||||
sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_ON_SUCC));
|
||||
|
||||
//send to other players
|
||||
// send to other players
|
||||
plr.plr->iPCState = 8;
|
||||
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
|
||||
response2.iPC_ID = plr.plr->iID;
|
||||
@ -696,7 +696,7 @@ void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
PlayerView plr = PlayerManager::players[sock];
|
||||
|
||||
//send to other players
|
||||
// send to other players
|
||||
plr.plr->iPCState = 0;
|
||||
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
|
||||
response2.iPC_ID = plr.plr->iID;
|
||||
|
Loading…
Reference in New Issue
Block a user