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Only print zone messages when there is one
src/game/server/entities/character.cpp: In member function ‘void CCharacter::SendZoneMsgs()’: src/game/server/entities/character.cpp:2013:78: warning: the address of ‘CGameContext::m_aaZoneLeaveMsg’ will never be NULL [-Waddress] 2013 | if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld]) | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ In file included from src/game/server/entities/character.cpp:7: src/game/server/gamecontext.h:179:14: note: ‘CGameContext::m_aaZoneLeaveMsg’ declared here 179 | char m_aaZoneLeaveMsg[NUM_TUNEZONES][256]; | ^~~~~~~~~~~~~~~~ src/game/server/entities/character.cpp:2028:53: warning: the address of ‘CGameContext::m_aaZoneEnterMsg’ will never be NULL [-Waddress] 2028 | if(GameServer()->m_aaZoneEnterMsg[m_TuneZone]) | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ src/game/server/gamecontext.h:178:14: note: ‘CGameContext::m_aaZoneEnterMsg’ declared here 178 | char m_aaZoneEnterMsg[NUM_TUNEZONES][256]; // 0 is used for switching from or to area without tunings | ^~~~~~~~~~~~~~~~
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@ -2010,7 +2010,7 @@ void CCharacter::SendZoneMsgs()
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{
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// send zone leave msg
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// (m_TuneZoneOld >= 0: avoid zone leave msgs on spawn)
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if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld])
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if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld][0])
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{
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const char *pCur = GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld];
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const char *pPos;
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@ -2025,7 +2025,7 @@ void CCharacter::SendZoneMsgs()
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GameServer()->SendChatTarget(m_pPlayer->GetCID(), pCur);
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}
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// send zone enter msg
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if(GameServer()->m_aaZoneEnterMsg[m_TuneZone])
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if(GameServer()->m_aaZoneEnterMsg[m_TuneZone][0])
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{
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const char *pCur = GameServer()->m_aaZoneEnterMsg[m_TuneZone];
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const char *pPos;
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@ -2371,4 +2371,4 @@ int64_t CCharacter::TeamMask()
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void CCharacter::SwapClients(int Client1, int Client2)
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{
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m_Core.m_HookedPlayer = m_Core.m_HookedPlayer == Client1 ? Client2 : m_Core.m_HookedPlayer == Client2 ? Client1 : m_Core.m_HookedPlayer;
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}
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}
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