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Notify if player must log out and back in for access change
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yungcomputerchair committed Jun 24, 2024
1 parent b780f5e commit 47dbc6d
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Showing 2 changed files with 5 additions and 6 deletions.
5 changes: 4 additions & 1 deletion src/CustomCommands.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -150,7 +150,10 @@ static void accessCommand(std::string full, std::vector<std::string>& args, CNSo
int accountId = Database::getAccountIdForPlayer(player->iID);
Database::updateAccountLevel(accountId, newAccess);

Chat::sendServerMessage(sock, "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess));
std::string msg = "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess);
if (newAccess <= 50 && currentAccess > 50)
msg += " (they must log out and back in for some commands to be enabled)";
Chat::sendServerMessage(sock, msg);
}

static void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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6 changes: 1 addition & 5 deletions src/PlayerManager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -213,11 +213,7 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
response.iID = plr->iID;
response.uiSvrTime = getTime();

// The only client-side use of the account level is to block
// the sending of GM packets. Since account level can be changed
// at runtime and we validate it serverside, we can leave this at 0.
response.PCLoadData2CL.iUserLevel = 0; // plr->accountLevel;

response.PCLoadData2CL.iUserLevel = plr->accountLevel;
response.PCLoadData2CL.iHP = plr->HP;
response.PCLoadData2CL.iLevel = plr->level;
response.PCLoadData2CL.iCandy = plr->money;
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