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author | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2012-01-10 01:43:59 +0100 |
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committer | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2012-01-10 20:42:24 +0100 |
commit | 8172b66469a257b61769e0ce69baa1a0f75eb785 (patch) | |
tree | e19beffb3d3b92703d347f7fd70137a0a2b44e2f /scripts/lua | |
parent | d4ee26fb6b05c07c84f61799bcb2cba81873b873 (diff) | |
download | manaserv-8172b66469a257b61769e0ce69baa1a0f75eb785.tar.gz manaserv-8172b66469a257b61769e0ce69baa1a0f75eb785.tar.bz2 manaserv-8172b66469a257b61769e0ce69baa1a0f75eb785.tar.xz manaserv-8172b66469a257b61769e0ce69baa1a0f75eb785.zip |
Made the game server execute the chr_respawn_accept script even
in case of disconnection.
I made the Character::disconnected() function handle that case,
permitting also to centralize GameState::remove() calls there.
I also made the GameState::enqueueWarp() function test whether
the Character pointer is about to be deleted, so that the warp
can be handled directly to avoid a crash.
Last but not least, I also made the Character::update() function
not update the Character specials and hp to avoid discrepancies
seen in the client.
Resolves: Mana-Mantis #309.
Reviewed-by: Ablu.
Diffstat (limited to 'scripts/lua')
0 files changed, 0 insertions, 0 deletions