Mergesaurus Rex
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commit
c231375e19
@ -53,6 +53,7 @@ bool g_OnMapStarted = false;
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IForward *PreAdminCheck = NULL;
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IForward *PostAdminCheck = NULL;
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IForward *PostAdminFilter = NULL;
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IForward *OnClientConnected = NULL;
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const unsigned int *g_NumPlayersToAuth = NULL;
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int lifestate_offset = -1;
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List<ICommandTargetProcessor *> target_processors;
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@ -139,6 +140,7 @@ void PlayerManager::OnSourceModAllInitialized()
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m_clauth = g_Forwards.CreateForward("OnClientAuthorized", ET_Ignore, 2, NULL, Param_Cell, Param_String);
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m_onActivate = g_Forwards.CreateForward("OnServerLoad", ET_Ignore, 0, NULL);
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m_onActivate2 = g_Forwards.CreateForward("OnMapStart", ET_Ignore, 0, NULL);
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OnClientConnected = g_Forwards.CreateForward("OnClientConnected", ET_Ignore, 1, p2);
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PreAdminCheck = g_Forwards.CreateForward("OnClientPreAdminCheck", ET_Event, 1, p1);
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PostAdminCheck = g_Forwards.CreateForward("OnClientPostAdminCheck", ET_Ignore, 1, p1);
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@ -194,6 +196,7 @@ void PlayerManager::OnSourceModShutdown()
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g_Forwards.ReleaseForward(m_clauth);
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g_Forwards.ReleaseForward(m_onActivate);
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g_Forwards.ReleaseForward(m_onActivate2);
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g_Forwards.ReleaseForward(OnClientConnected);
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g_Forwards.ReleaseForward(PreAdminCheck);
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g_Forwards.ReleaseForward(PostAdminCheck);
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@ -473,6 +476,10 @@ bool PlayerManager::OnClientConnect_Post(edict_t *pEntity, const char *pszName,
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{
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m_ListenClient = client;
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}
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cell_t res;
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OnClientConnected->PushCell(client);
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OnClientConnected->Execute(&res, NULL);
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}
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else
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{
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@ -85,7 +85,11 @@ void TQueryOp::RunThreadPart()
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if (!BindParamsAndRun())
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{
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g_pSM->LogError(myself, "Failed SQL Query, Error: \"%s\" (Query id %i - client %i)", m_database->GetError(), m_type, m_client);
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g_pSM->LogError(myself,
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"Failed SQL Query, Error: \"%s\" (Query id %i - client %i)",
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m_pQuery ? m_pQuery->GetError() : "NULL QUERY",
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m_type,
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m_client);
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}
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m_insertId = m_database->GetInsertID();
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@ -59,7 +59,9 @@ enum NetFlow
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public const MaxClients; /**< Maximum number of players the server supports (dynamic) */
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/**
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* Called on client connection.
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* Called on client connection. If you return true, the client will be allowed in the server.
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* If you return false (or return nothing), the client will be rejected. If the client is
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* rejected by this forward or any other, OnClientDisconnect will not be called.
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*
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* @param client Client index.
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* @param rejectmsg Buffer to store the rejection message when the connection is refused.
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@ -68,6 +70,14 @@ public const MaxClients; /**< Maximum number of players the server supports (dyn
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*/
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forward bool:OnClientConnect(client, String:rejectmsg[], maxlen);
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/**
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* Called once a client successfully connects. This callback is paired with OnClientDisconnect.
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*
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* @param client Client index.
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* @noreturn
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*/
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forward OnClientConnected(client);
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/**
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* Called when a client is entering the game.
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*
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