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Make adding replay timers to new members optional
Not all expeditions with a replay timer lockout add it to newly added members automatically This adds the Expedition::SetReplayLockoutOnMemberJoin(bool) method to the quest api so it can be disabled
This commit is contained in:
+7
-4
@@ -113,6 +113,7 @@ public:
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bool HasLockout(const std::string& event_name);
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bool HasReplayLockout();
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void RemoveLockout(const std::string& event_name);
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void SetReplayLockoutOnMemberJoin(bool add_on_join, bool update_db = false);
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void SendClientExpeditionInfo(Client* client);
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void SendWorldPendingInvite(const ExpeditionInvite& invite, const std::string& add_name);
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@@ -163,6 +164,7 @@ private:
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void SendWorldMemberChanged(const std::string& char_name, uint32_t char_id, bool remove);
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void SendWorldMemberStatus(uint32_t character_id, ExpeditionMemberStatus status);
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void SendWorldMemberSwapped(const std::string& remove_char_name, uint32_t remove_char_id, const std::string& add_char_name, uint32_t add_char_id);
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void SendWorldSettingChanged(uint16_t server_opcode, bool setting_value);
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void TryAddClient(Client* add_client, std::string inviter_name, std::string orig_add_name, std::string swap_remove_name, Client* leader_client = nullptr);
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void UpdateMemberStatus(uint32_t update_character_id, ExpeditionMemberStatus status);
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@@ -175,10 +177,11 @@ private:
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std::unique_ptr<EQApplicationPacket> CreateMemberListStatusPacket(const std::string& name, ExpeditionMemberStatus status);
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std::unique_ptr<EQApplicationPacket> CreateLeaderNamePacket();
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uint32_t m_id = 0;
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uint32_t m_min_players = 0;
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uint32_t m_max_players = 0;
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bool m_has_replay_timer = false;
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uint32_t m_id = 0;
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uint32_t m_min_players = 0;
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uint32_t m_max_players = 0;
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bool m_has_replay_timer = false;
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bool m_add_replay_on_join = true;
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std::string m_expedition_name;
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DynamicZone m_dynamiczone { DynamicZoneType::Expedition };
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ExpeditionMember m_leader;
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