Renamed IgnoreActionsForClearingTrashCan to conform w/ changes
This just changes IgnoreActionsForClearingTrashCan to meet the same naming scheme for the rest of the old ignore checks. For consistency. Consistency is nice.
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4e186e7375
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8e5ee7d286
5 changed files with 11 additions and 10 deletions
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@ -863,7 +863,7 @@ namespace TShockAPI
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{
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{
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args.Player.SendErrorMessage("Please /register or /login to play!");
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args.Player.SendErrorMessage("Please /register or /login to play!");
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}
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}
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else if (args.Player.IgnoreActionsForClearingTrashCan)
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else if (args.Player.IsDisabledPendingTrashRemoval)
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{
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{
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args.Player.SendErrorMessage("You need to rejoin to ensure your trash can is cleared!");
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args.Player.SendErrorMessage("You need to rejoin to ensure your trash can is cleared!");
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}
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}
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@ -1636,7 +1636,7 @@ namespace TShockAPI
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args.Player.SendSuccessMessage("SSC has been saved.");
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args.Player.SendSuccessMessage("SSC has been saved.");
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foreach (TSPlayer player in TShock.Players)
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foreach (TSPlayer player in TShock.Players)
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{
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{
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if (player != null && player.IsLoggedIn && !player.IgnoreActionsForClearingTrashCan)
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if (player != null && player.IsLoggedIn && !player.IsDisabledPendingTrashRemoval)
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{
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{
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TShock.CharacterDB.InsertPlayerData(player, true);
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TShock.CharacterDB.InsertPlayerData(player, true);
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}
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}
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@ -1681,7 +1681,7 @@ namespace TShockAPI
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args.Player.SendErrorMessage("Player \"{0}\" has to perform a /login attempt first.", matchedPlayer.Name);
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args.Player.SendErrorMessage("Player \"{0}\" has to perform a /login attempt first.", matchedPlayer.Name);
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return;
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return;
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}
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}
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if (matchedPlayer.IgnoreActionsForClearingTrashCan)
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if (matchedPlayer.IsDisabledPendingTrashRemoval)
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{
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{
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args.Player.SendErrorMessage("Player \"{0}\" has to reconnect first.", matchedPlayer.Name);
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args.Player.SendErrorMessage("Player \"{0}\" has to reconnect first.", matchedPlayer.Name);
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return;
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return;
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@ -1887,7 +1887,7 @@ namespace TShockAPI
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{
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{
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foreach (TSPlayer player in TShock.Players)
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foreach (TSPlayer player in TShock.Players)
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{
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{
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if (player != null && player.IsLoggedIn && !player.IgnoreActionsForClearingTrashCan)
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if (player != null && player.IsLoggedIn && !player.IsDisabledPendingTrashRemoval)
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{
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{
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player.SaveServerCharacter();
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player.SaveServerCharacter();
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}
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}
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@ -1612,7 +1612,7 @@ namespace TShockAPI
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args.Player.HasSentInventory && !args.Player.HasPermission(Permissions.bypassssc))
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args.Player.HasSentInventory && !args.Player.HasPermission(Permissions.bypassssc))
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{
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{
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// The player might have moved an item to their trash can before they performed a single login attempt yet.
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// The player might have moved an item to their trash can before they performed a single login attempt yet.
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args.Player.IgnoreActionsForClearingTrashCan = true;
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args.Player.IsDisabledPendingTrashRemoval = true;
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}
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}
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if (slot == 58) //this is the hand
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if (slot == 58) //this is the hand
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@ -286,7 +286,8 @@ namespace TShockAPI
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/// <summary>Determines if the player is disabled by the item bans system for having banned wearables on the server.</summary>
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/// <summary>Determines if the player is disabled by the item bans system for having banned wearables on the server.</summary>
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public bool IsDisabledForBannedWearable = false;
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public bool IsDisabledForBannedWearable = false;
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public bool IgnoreActionsForClearingTrashCan;
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/// <summary>Determines if the player is disabled for not clearing their trash. A re-login is the only way to reset this.</summary>
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public bool IsDisabledPendingTrashRemoval;
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/// <summary>Checks to see if active throttling is happening on events by Bouncer. Rejects repeated events by malicious clients in a short window.</summary>
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/// <summary>Checks to see if active throttling is happening on events by Bouncer. Rejects repeated events by malicious clients in a short window.</summary>
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/// <returns>If the player is currently being throttled by Bouncer, or not.</returns>
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/// <returns>If the player is currently being throttled by Bouncer, or not.</returns>
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@ -300,7 +301,7 @@ namespace TShockAPI
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/// <returns>bool - True if any ignore is not none, false, or login state differs from the required state.</returns>
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/// <returns>bool - True if any ignore is not none, false, or login state differs from the required state.</returns>
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public bool CheckIgnores()
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public bool CheckIgnores()
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{
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{
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return IsDisabledForSSC || IsDisabledForStackDetection || IsDisabledForBannedWearable || IgnoreActionsForClearingTrashCan || !IsLoggedIn && TShock.Config.RequireLogin;
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return IsDisabledForSSC || IsDisabledForStackDetection || IsDisabledForBannedWearable || IsDisabledPendingTrashRemoval || !IsLoggedIn && TShock.Config.RequireLogin;
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}
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}
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/// <summary>
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/// <summary>
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@ -660,7 +661,7 @@ namespace TShockAPI
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if (Main.ServerSideCharacter)
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if (Main.ServerSideCharacter)
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{
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{
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IsDisabledForSSC = true;
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IsDisabledForSSC = true;
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if (!IgnoreActionsForClearingTrashCan && (!Dead || TPlayer.difficulty != 2))
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if (!IsDisabledPendingTrashRemoval && (!Dead || TPlayer.difficulty != 2))
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{
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{
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PlayerData.CopyCharacter(this);
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PlayerData.CopyCharacter(this);
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TShock.CharacterDB.InsertPlayerData(this);
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TShock.CharacterDB.InsertPlayerData(this);
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@ -945,7 +945,7 @@ namespace TShockAPI
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foreach (TSPlayer player in Players)
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foreach (TSPlayer player in Players)
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{
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{
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// prevent null point exceptions
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// prevent null point exceptions
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if (player != null && player.IsLoggedIn && !player.IgnoreActionsForClearingTrashCan)
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if (player != null && player.IsLoggedIn && !player.IsDisabledPendingTrashRemoval)
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{
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{
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CharacterDB.InsertPlayerData(player);
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CharacterDB.InsertPlayerData(player);
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@ -1409,7 +1409,7 @@ namespace TShockAPI
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Utils.Broadcast(tsplr.Name + " has left.", Color.Yellow);
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Utils.Broadcast(tsplr.Name + " has left.", Color.Yellow);
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Log.Info("{0} disconnected.", tsplr.Name);
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Log.Info("{0} disconnected.", tsplr.Name);
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if (tsplr.IsLoggedIn && !tsplr.IgnoreActionsForClearingTrashCan && Main.ServerSideCharacter && (!tsplr.Dead || tsplr.TPlayer.difficulty != 2))
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if (tsplr.IsLoggedIn && !tsplr.IsDisabledPendingTrashRemoval && Main.ServerSideCharacter && (!tsplr.Dead || tsplr.TPlayer.difficulty != 2))
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{
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{
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tsplr.PlayerData.CopyCharacter(tsplr);
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tsplr.PlayerData.CopyCharacter(tsplr);
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CharacterDB.InsertPlayerData(tsplr);
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CharacterDB.InsertPlayerData(tsplr);
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