Fixed indent problems and added return definitions to CheckMultiLogin().
Changed from IsAllowMultiLogin() to DoesAllowMultiLogin(). Fixed CheckMultiLogin() to not run to the end without returning a value.
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@ -1799,8 +1799,8 @@ bool cClientHandle::CheckMultiLogin(const AString & a_Username)
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// Check if the player is waiting to be transferred to the World.
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// Check if the player is waiting to be transferred to the World.
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if (cRoot::Get()->GetServer()->IsPlayerInQueue(a_Username))
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if (cRoot::Get()->GetServer()->IsPlayerInQueue(a_Username))
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{
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{
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Kick("A player of the username is already logged in");
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Kick("A player of the username is already logged in");
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return false;
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return false;
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}
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}
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class cCallback :
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class cCallback :
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@ -1816,8 +1816,8 @@ bool cClientHandle::CheckMultiLogin(const AString & a_Username)
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if (cRoot::Get()->DoWithPlayer(a_Username, Callback))
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if (cRoot::Get()->DoWithPlayer(a_Username, Callback))
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{
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{
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Kick("A player of the username is already logged in");
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Kick("A player of the username is already logged in");
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return false;
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}
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}
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return false;
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}
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}
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@ -280,7 +280,8 @@ public:
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void HandleEntityLeaveBed (int a_EntityID);
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void HandleEntityLeaveBed (int a_EntityID);
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void HandleEntitySprinting (int a_EntityID, bool a_IsSprinting);
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void HandleEntitySprinting (int a_EntityID, bool a_IsSprinting);
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/** Kicks the current player if the same username is already logged in. */
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/** Kicks the current player if the same username is already logged in.
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Returns false if a player has been kicked, true otherwise. */
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bool CheckMultiLogin(const AString & a_Username);
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bool CheckMultiLogin(const AString & a_Username);
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/** Called when the protocol handshake has been received (for protocol versions that support it;
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/** Called when the protocol handshake has been received (for protocol versions that support it;
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@ -68,12 +68,12 @@ public: // tolua_export
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void SetMaxPlayers(int a_MaxPlayers) { m_MaxPlayers = a_MaxPlayers; }
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void SetMaxPlayers(int a_MaxPlayers) { m_MaxPlayers = a_MaxPlayers; }
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/** Check if the player is queued to be transferred to a World.
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/** Check if the player is queued to be transferred to a World.
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Returns true is Player is found in queue. */
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Returns true is Player is found in queue. */
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bool IsPlayerInQueue(AString a_Username);
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bool IsPlayerInQueue(AString a_Username);
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/** Can login more than once with same username.
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/** Can login more than once with same username.
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Returns false if it is not allowed, true otherwise. */
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Returns false if it is not allowed, true otherwise. */
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bool IsAllowMultiLogin(void) { return m_bAllowMultiLogin; }
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bool DoesAllowMultiLogin(void) { return m_bAllowMultiLogin; }
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// Hardcore mode or not:
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// Hardcore mode or not:
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bool IsHardcore(void) const { return m_bIsHardcore; }
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bool IsHardcore(void) const { return m_bIsHardcore; }
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