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Message cleanups (consistency) and prevent /me when not allowed to shout

This commit is contained in:
Calinou 2012-06-24 23:18:16 +02:00 committed by Perttu Ahola
parent f21af8da9c
commit 61e58ee9b7
3 changed files with 20 additions and 14 deletions

View file

@ -2280,7 +2280,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
std::wstring message;
message += L"*** ";
message += name;
message += L" joined game";
message += L" joined the game.";
BroadcastChatMessage(message);
}
}
@ -2288,7 +2288,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Warnings about protocol version can be issued here
if(getClient(peer_id)->net_proto_version < PROTOCOL_VERSION)
{
SendChatMessage(peer_id, L"# Server: WARNING: YOUR CLIENT IS OLD AND MAY WORK PROPERLY WITH THIS SERVER");
SendChatMessage(peer_id, L"# Server: WARNING: YOUR CLIENT IS OLD AND MAY WORK PROPERLY WITH THIS SERVER!");
}
/*
@ -2710,7 +2710,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
line += message;
send_to_others = true;
} else {
line += L"Server: You are not allowed to shout";
line += L"-!- You don't have permission to shout.";
send_to_sender = true;
}
}
@ -2819,11 +2819,11 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
bool success = scriptapi_set_password(m_lua, playername, newpwd);
if(success){
actionstream<<player->getName()<<" changes password"<<std::endl;
SendChatMessage(peer_id, L"Password change successful");
SendChatMessage(peer_id, L"Password change successful.");
} else {
actionstream<<player->getName()<<" tries to change password but "
<<"it fails"<<std::endl;
SendChatMessage(peer_id, L"Password change failed or inavailable");
SendChatMessage(peer_id, L"Password change failed or inavailable.");
}
}
else if(command == TOSERVER_PLAYERITEM)
@ -4685,7 +4685,7 @@ void Server::handlePeerChange(PeerChange &c)
std::wstring name = narrow_to_wide(player->getName());
message += L"*** ";
message += name;
message += L" left game";
message += L" left the game.";
if(c.timeout)
message += L" (timed out)";
}