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Merge pull request #2007 from mc-server/AllCommandsThroughHook

All in-game commands go through the OnExecuteCommand hook.
This commit is contained in:
Mattes D 2015-05-13 21:33:26 +02:00
commit 06506da0b1
3 changed files with 11 additions and 5 deletions

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@ -16,10 +16,9 @@ return
If the command is in-game, the first parameter to the hook function is the {{cPlayer|player}} who's
executing the command. If the command comes from the server console, the first parameter is nil.</p>
<p>
The server calls this hook even for unregistered (unknown) console commands. However, it doesn't call
the hook for unregistered in-game commands, simply because there's no way to distinguish between a
command and a chat message. If a plugin needs to intercept unknown in-game commands, it should use the
{{OnChat|HOOK_CHAT}} hook.
The server calls this hook even for unregistered (unknown) console commands. It also calls the hook
for unknown in-game commands, as long as they begin with a slash ('/'). If a plugin needs to intercept
in-game chat messages not beginning with a slash, it should use the {{OnChat|HOOK_CHAT}} hook.
]],
Params =
{

View File

@ -1445,6 +1445,13 @@ cPluginManager::CommandResult cPluginManager::HandleCommand(cPlayer & a_Player,
if (cmd == m_Commands.end())
{
// Command not found
// If it started with a slash, ask the plugins if they still want to handle it:
if (!a_Command.empty() && (a_Command[0] == '/'))
{
CommandResult Result = crUnknownCommand;
CallHookExecuteCommand(&a_Player, Split, a_Command, Result);
return Result;
}
return crUnknownCommand;
}

View File

@ -1473,7 +1473,7 @@ void cClientHandle::HandleChat(const AString & a_Message)
Color.clear();
}
Msg.AddTextPart(AString("<") + m_Player->GetName() + "> ", Color);
Msg.ParseText(a_Message);
Msg.ParseText(Message);
Msg.UnderlineUrls();
m_Player->GetWorld()->BroadcastChat(Msg);
}