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类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);
}
}