Exported cClientHandle:GetIPString() to Lua API.
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@ -524,6 +524,7 @@ end
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Functions =
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{
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GenerateOfflineUUID = { Params = "Username", Return = "string", Notes = "(STATIC) Generates an UUID based on the player name provided. This is used for the offline (non-auth) mode, when there's no UUID source. Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. Returns a 32-char UUID (no dashes)." },
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GetIPString = { Params = "", Return = "string", Notes = "Returns the IP address of the connection, as a string. Only the address part is returned, without the port number." },
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GetLocale = { Params = "", Return = "Locale", Notes = "Returns the locale string that the client sends as part of the protocol handshake. Can be used to provide localized strings." },
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GetPing = { Params = "", Return = "number", Notes = "Returns the ping time, in ms" },
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GetPlayer = { Params = "", Return = "{{cPlayer|cPlayer}}", Notes = "Returns the player object connected to this client. Note that this may be nil, for example if the player object is not yet spawned." },
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@ -62,7 +62,7 @@ public:
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cClientHandle(const cSocket * a_Socket, int a_ViewDistance);
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virtual ~cClientHandle();
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const AString & GetIPString(void) const { return m_IPString; }
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const AString & GetIPString(void) const { return m_IPString; } // tolua_export
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cPlayer * GetPlayer(void) { return m_Player; } // tolua_export
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