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authorPhilipp Sehmisch <mana@crushnet.org>2010-08-29 14:54:14 +0200
committerFreeyorp <Freeyorp101@hotmail.com>2010-08-30 02:12:54 +1200
commit64432a11e3135d82c37c65b6c8560312091453cd (patch)
tree41dee6e861ab321357e8e36ae32cae7e03ad1dfc /src/game-server/character.hpp
parent7fc50c2d31e1d289e9d2a950271c6d399fe0896a (diff)
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Added @mute chat command.
The @mute command stops another character from talking in the public chat for a specified amount of seconds. It doesn't survive a reconnect of the client, but I don't think that this is necessary because a mute by a GM is usually intended as a slap on the wrist with more severe consequences to follow (like @ban).
Diffstat (limited to 'src/game-server/character.hpp')
-rw-r--r--src/game-server/character.hpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/game-server/character.hpp b/src/game-server/character.hpp
index 5581fc7a..45612567 100644
--- a/src/game-server/character.hpp
+++ b/src/game-server/character.hpp
@@ -393,6 +393,13 @@ class Character : public Being
virtual unsigned char getWalkMask() const
{ return 0x82; } // blocked by walls and monsters ( bin 1000 0010)
+ /** Makes it impossible to chat for a while */
+ void mute(int seconds)
+ { setTimerHard(T_C_MUTE, seconds * 10); }
+
+ bool isMuted() const
+ { return isTimerRunning(T_C_MUTE); }
+
protected:
/**
* Gets the way the actor blocks pathfinding for other objects