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//
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// Created by koncord on 12.08.17.
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//
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#include <components/openmw-mp/NetworkMessages.hpp>
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#include "Script/LuaState.hpp"
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#include "Networking.hpp"
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#include "Settings.hpp"
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#include "Player.hpp"
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void GameSettings::Init(LuaState &lua)
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{
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lua.getState()->new_usertype<GameSettings>("Settings",
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"setDifficulty", &GameSettings::setDifficulty,
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"setEnforcedLogLevel", &GameSettings::setEnforcedLogLevel,
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"setPhysicsFramerate", &GameSettings::setPhysicsFramerate,
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"setConsoleAllowed", &GameSettings::setConsoleAllowed,
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"setBedRestAllowed", &GameSettings::setBedRestAllowed,
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"setWildernessRestAllowed", &GameSettings::setWildernessRestAllowed,
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"setWaitAllowed", &GameSettings::setWaitAllowed
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);
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}
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GameSettings::GameSettings(Player *player) : BaseMgr(player)
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{
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}
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void GameSettings::setConsoleAllowed(bool state)
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{
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player->consoleAllowed = state;
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setChanged();
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}
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void GameSettings::setDifficulty(int difficulty)
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{
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player->difficulty = difficulty;
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setChanged();
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}
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void GameSettings::setEnforcedLogLevel(int logLevel)
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{
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player->enforcedLogLevel = logLevel;
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setChanged();
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}
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void GameSettings::setPhysicsFramerate(double physicsFramerate)
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{
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player->physicsFramerate = physicsFramerate;
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setChanged();
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}
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void GameSettings::setBedRestAllowed(bool state)
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{
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player->bedRestAllowed = state;
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setChanged();
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}
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void GameSettings::setWildernessRestAllowed(bool state)
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{
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player->wildernessRestAllowed = state;
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setChanged();
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}
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void GameSettings::setWaitAllowed(bool state)
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{
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player->waitAllowed = state;
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setChanged();
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}
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void GameSettings::processUpdate()
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{
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auto packet = mwmp::Networking::get().getPlayerPacketController()->GetPacket(ID_GAME_SETTINGS);
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packet->setPlayer(player);
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packet->Send(false);
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}
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