fixed up the CheckCommandAccess() logic a bit
--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401435
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@ -39,6 +39,7 @@
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#include "sm_stringutil.h"
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#include "PlayerManager.h"
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#include "ChatTriggers.h"
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#include "AdminCache.h"
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#include <inetchannel.h>
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#include <bitbuf.h>
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@ -979,11 +980,17 @@ static cell_t CheckCommandAccess(IPluginContext *pContext, const cell_t *params)
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char *cmd;
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pContext->LocalToString(params[2], &cmd);
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/* Support the newer version which will auto-check for an existing command. */
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/* Auto-detect a command if we can */
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FlagBits bits = params[3];
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if (params[0] == 4 && params[4])
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bool found_command = false;
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if (params[0] < 4 || !params[4])
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{
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g_ConCmds.LookForCommandAdminFlags(cmd, &bits);
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found_command = g_ConCmds.LookForCommandAdminFlags(cmd, &bits);
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}
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if (!found_command)
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{
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g_Admins.GetCommandOverride(cmd, Override_Command, &bits);
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}
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return g_ConCmds.CheckCommandAccess(params[1], cmd, bits) ? 1 : 0;
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