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[Cleanup] Nuke Make/AppendAnyLenString (#1251)
* Add a std::string overload for Database::SetMQDetectionFlag * Replace calls to MakeAnyLenString in client_packet.cpp At least the SetMQDetectionFlag ones * Replace MakeAnyLenString calls in client_process At least SetMQDectectionFlag ones * Replace MakeAnyLenString in embparser fmtlib actually is gross here, oh well. * Replace MakeAnyLenString in merc * Replace MakeAnyLenString in inventory Also if'd out an unfinished implementation of Client::GetItemLinkHash * Replace AppendAnyLenString in zonelist * Replace AppendAnyLenString in zonelist * Replace MakeAnyLenString in clientlist * Nuke MakeAnyLenString/AppendAnyLenString * Fix formatting string in zonelist
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@@ -1355,6 +1355,7 @@ bool MakeItemLink(char* &ret_link, const ItemData *item, uint32 aug0, uint32 aug
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#endif
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int Client::GetItemLinkHash(const EQ::ItemInstance* inst) {
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#if 0
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//pre-Titanium: http://eqitems.13th-floor.org/phpBB2/viewtopic.php?t=70&postdays=0&postorder=asc
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//Titanium: http://eqitems.13th-floor.org/phpBB2/viewtopic.php?t=145
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if (!inst) //have to have an item to make the hash
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@@ -1440,6 +1441,8 @@ int Client::GetItemLinkHash(const EQ::ItemInstance* inst) {
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safe_delete_array(hash_str);
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return hash;
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#endif
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return 0;
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}
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// This appears to still be in use... The core of this should be incorporated into class EQ::SayLinkEngine
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@@ -1626,11 +1629,10 @@ bool Client::SwapItem(MoveItem_Struct* move_in) {
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if(!banker || distance > USE_NPC_RANGE2)
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{
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char *hacked_string = nullptr;
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MakeAnyLenString(&hacked_string, "Player tried to make use of a banker(items) but %s is non-existant or too far away (%u units).",
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banker ? banker->GetName() : "UNKNOWN NPC", distance);
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auto hacked_string = fmt::format("Player tried to make use of a banker(items) but {} is "
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"non-existant or too far away ({} units).",
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banker ? banker->GetName() : "UNKNOWN NPC", distance);
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database.SetMQDetectionFlag(AccountName(), GetName(), hacked_string, zone->GetShortName());
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safe_delete_array(hacked_string);
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Kick("Inventory desync"); // Kicking player to avoid item loss do to client and server inventories not being sync'd
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return false;
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}
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