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C++ CGameContext::OnSetAuthed方法代码示例

本文整理汇总了C++中CGameContext::OnSetAuthed方法的典型用法代码示例。如果您正苦于以下问题:C++ CGameContext::OnSetAuthed方法的具体用法?C++ CGameContext::OnSetAuthed怎么用?C++ CGameContext::OnSetAuthed使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CGameContext的用法示例。


在下文中一共展示了CGameContext::OnSetAuthed方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: ConLogOut

void CGameContext::ConLogOut(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	CServer* pServer = (CServer*)pSelf->Server();

	int Victim;
	if(pResult->NumArguments() == 0)
		Victim = pResult->m_ClientID;
	else
		Victim = pResult->GetInteger(0);

	if(!CheckRights(pResult->m_ClientID, Victim, (CGameContext *)pUserData))
		return;

	/*if (g_Config.m_SvRconScore)
		pSelf->m_apPlayers[Victim]->m_Score = 0;*/

	// logout from membertile
	pSelf->m_apPlayers[Victim]->m_IsMember = false;
	pSelf->m_apPlayers[Victim]->m_IsLoggedIn = false;

	// DDRace level reset
	pSelf->OnSetAuthed(Victim, pServer->AUTHED_NO);

	// from server.cpp
	if(pServer->m_aClients[Victim].m_State != CServer::CClient::STATE_EMPTY)
	{
		CMsgPacker Msg(NETMSG_RCON_AUTH_STATUS);
		Msg.AddInt(0);	//authed
		Msg.AddInt(0);	//cmdlist
		pServer->SendMsgEx(&Msg, MSGFLAG_VITAL, Victim, true);

		pServer->m_aClients[Victim].m_Authed = pServer->AUTHED_NO;
		pServer->m_aClients[Victim].m_pRconCmdToSend = 0;
		pServer->SendRconLine(Victim, "Logout successful.");
		char aBuf[32];
		str_format(aBuf, sizeof(aBuf), "ClientID=%d logged out", Victim);
		pServer->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", aBuf);
	}
}
开发者ID:hamidkag,项目名称:TBlock,代码行数:40,代码来源:ddracechat.cpp


注:本文中的CGameContext::OnSetAuthed方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。