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https://github.com/TES3MP/openmw-tes3mp.git
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2f1ef049d2
Unfortunately, default values set in the C++ code for our script function parameters don't actually seem to work, and they always default to false because they receive a nil value from Lua. As a result, to not break compatibility with previous scripts, I've decided to use a skipAttachedPlayer argument instead so it can default to false while still providing the same benefits that sendToAttachedPlayer provided.
51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
#include "Chat.hpp"
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#include <components/openmw-mp/NetworkMessages.hpp>
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#include <components/openmw-mp/Log.hpp>
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#include <apps/openmw-mp/Script/ScriptFunctions.hpp>
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#include <apps/openmw-mp/Networking.hpp>
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void ChatFunctions::SendMessage(unsigned short pid, const char *message, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player,);
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player->chatMessage = message;
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LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "System: %s", message);
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mwmp::PlayerPacket *packet = mwmp::Networking::get().getPlayerPacketController()->GetPacket(ID_CHAT_MESSAGE);
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packet->setPlayer(player);
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if (!skipAttachedPlayer)
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packet->Send(false);
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if (sendToOtherPlayers)
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packet->Send(true);
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}
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void ChatFunctions::CleanChatForPid(unsigned short pid)
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{
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Player *player;
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GET_PLAYER(pid, player,);
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player->chatMessage.clear();
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mwmp::PlayerPacket *packet = mwmp::Networking::get().getPlayerPacketController()->GetPacket(ID_CHAT_MESSAGE);
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packet->setPlayer(player);
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packet->Send(false);
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}
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void ChatFunctions::CleanChat()
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{
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for (auto player : *Players::getPlayers())
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{
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player.second->chatMessage.clear();
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mwmp::PlayerPacket *packet = mwmp::Networking::get().getPlayerPacketController()->GetPacket(ID_CHAT_MESSAGE);
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packet->setPlayer(player.second);
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packet->Send(false);
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}
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}
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