mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
replace white and blacklist (#1530)
This commit is contained in:
@@ -83,7 +83,7 @@ void UserManager::Initialize() {
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auto chatListStream = Game::assetManager->GetFile("chatplus_en_us.txt");
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if (!chatListStream) {
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LOG("Failed to load %s", (Game::assetManager->GetResPath() / "chatplus_en_us.txt").string().c_str());
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throw std::runtime_error("Aborting initialization due to missing chat whitelist file.");
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throw std::runtime_error("Aborting initialization due to missing chat allowlist file.");
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}
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while (std::getline(chatListStream, line, '\n')) {
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@@ -352,16 +352,11 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
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auto* spawner = Game::zoneManager->GetSpawner(spawnerId);
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auto ldfModelBehavior = new LDFData<LWOOBJID>(u"modelBehaviors", 0);
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auto userModelID = new LDFData<LWOOBJID>(u"userModelID", info.spawnerID);
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auto modelType = new LDFData<int>(u"modelType", 2);
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auto propertyObjectID = new LDFData<bool>(u"propertyObjectID", true);
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auto componentWhitelist = new LDFData<int>(u"componentWhitelist", 1);
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info.nodes[0]->config.push_back(componentWhitelist);
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info.nodes[0]->config.push_back(ldfModelBehavior);
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info.nodes[0]->config.push_back(modelType);
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info.nodes[0]->config.push_back(propertyObjectID);
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info.nodes[0]->config.push_back(userModelID);
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info.nodes[0]->config.push_back(new LDFData<LWOOBJID>(u"modelBehaviors", 0));
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info.nodes[0]->config.push_back(new LDFData<LWOOBJID>(u"userModelID", info.spawnerID));
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info.nodes[0]->config.push_back(new LDFData<int>(u"modelType", 2));
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info.nodes[0]->config.push_back(new LDFData<bool>(u"propertyObjectID", true));
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info.nodes[0]->config.push_back(new LDFData<int>(u"componentWhitelist", 1));
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auto* model = spawner->Spawn();
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@@ -585,29 +580,17 @@ void PropertyManagementComponent::Load() {
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GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
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LDFBaseData* ldfBlueprintID = new LDFData<LWOOBJID>(u"blueprintid", blueprintID);
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LDFBaseData* componentWhitelist = new LDFData<int>(u"componentWhitelist", 1);
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LDFBaseData* modelType = new LDFData<int>(u"modelType", 2);
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LDFBaseData* propertyObjectID = new LDFData<bool>(u"propertyObjectID", true);
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LDFBaseData* userModelID = new LDFData<LWOOBJID>(u"userModelID", databaseModel.id);
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settings.push_back(ldfBlueprintID);
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settings.push_back(componentWhitelist);
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settings.push_back(modelType);
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settings.push_back(propertyObjectID);
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settings.push_back(userModelID);
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settings.push_back(new LDFData<LWOOBJID>(u"blueprintid", blueprintID));
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settings.push_back(new LDFData<int>(u"componentWhitelist", 1));
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settings.push_back(new LDFData<int>(u"modelType", 2));
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settings.push_back(new LDFData<bool>(u"propertyObjectID", true));
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settings.push_back(new LDFData<LWOOBJID>(u"userModelID", databaseModel.id));
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} else {
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auto modelType = new LDFData<int>(u"modelType", 2);
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auto userModelID = new LDFData<LWOOBJID>(u"userModelID", databaseModel.id);
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auto ldfModelBehavior = new LDFData<LWOOBJID>(u"modelBehaviors", 0);
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auto propertyObjectID = new LDFData<bool>(u"propertyObjectID", true);
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auto componentWhitelist = new LDFData<int>(u"componentWhitelist", 1);
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settings.push_back(componentWhitelist);
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settings.push_back(ldfModelBehavior);
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settings.push_back(modelType);
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settings.push_back(propertyObjectID);
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settings.push_back(userModelID);
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settings.push_back(new LDFData<int>(u"modelType", 2));
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settings.push_back(new LDFData<LWOOBJID>(u"userModelID", databaseModel.id));
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settings.push_back(new LDFData<LWOOBJID>(u"modelBehaviors", 0));
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settings.push_back(new LDFData<bool>(u"propertyObjectID", true));
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settings.push_back(new LDFData<int>(u"componentWhitelist", 1));
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}
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node->config = settings;
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@@ -2663,17 +2663,11 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* ent
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info.spawnerID = entity->GetObjectID();
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info.spawnerNodeID = 0;
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LDFBaseData* ldfBlueprintID = new LDFData<LWOOBJID>(u"blueprintid", blueprintID);
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LDFBaseData* componentWhitelist = new LDFData<int>(u"componentWhitelist", 1);
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LDFBaseData* modelType = new LDFData<int>(u"modelType", 2);
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LDFBaseData* propertyObjectID = new LDFData<bool>(u"propertyObjectID", true);
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LDFBaseData* userModelID = new LDFData<LWOOBJID>(u"userModelID", newIDL);
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info.settings.push_back(ldfBlueprintID);
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info.settings.push_back(componentWhitelist);
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info.settings.push_back(modelType);
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info.settings.push_back(propertyObjectID);
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info.settings.push_back(userModelID);
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info.settings.push_back(new LDFData<LWOOBJID>(u"blueprintid", blueprintID));
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info.settings.push_back(new LDFData<int>(u"componentWhitelist", 1));
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info.settings.push_back(new LDFData<int>(u"modelType", 2));
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info.settings.push_back(new LDFData<bool>(u"propertyObjectID", true));
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info.settings.push_back(new LDFData<LWOOBJID>(u"userModelID", newIDL));
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Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
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if (newEntity) {
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