This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
50 lines
1.7 KiB
C++
50 lines
1.7 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.commands.h"
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#include "GameModeCommand.h"
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EGameCommand GameModeCommand::getId()
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{
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return eGameCommand_GameMode;
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}
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int GameModeCommand::getPermissionLevel()
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{
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return LEVEL_GAMEMASTERS;
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}
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void GameModeCommand::execute(shared_ptr<CommandSender> source, byteArray commandData)
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{
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//if (args.length > 0) {
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// GameType newMode = getModeForString(source, args[0]);
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// Player player = args.length >= 2 ? convertToPlayer(source, args[1]) : convertSourceToPlayer(source);
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// player.setGameMode(newMode);
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// player.fallDistance = 0; // reset falldistance so flying people do not die :P
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// ChatMessageComponent mode = ChatMessageComponent.forTranslation("gameMode." + newMode.getName());
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// if (player != source) {
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// logAdminAction(source, AdminLogCommand.LOGTYPE_DONT_SHOW_TO_SELF, "commands.gamemode.success.other", player.getAName(), mode);
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// } else {
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// logAdminAction(source, AdminLogCommand.LOGTYPE_DONT_SHOW_TO_SELF, "commands.gamemode.success.self", mode);
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// }
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// return;
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//}
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//throw new UsageException("commands.gamemode.usage");
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}
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GameType *GameModeCommand::getModeForString(shared_ptr<CommandSender> source, const wstring &name)
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{
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return NULL;
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//if (name.equalsIgnoreCase(GameType.SURVIVAL.getName()) || name.equalsIgnoreCase("s")) {
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// return GameType.SURVIVAL;
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//} else if (name.equalsIgnoreCase(GameType.CREATIVE.getName()) || name.equalsIgnoreCase("c")) {
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// return GameType.CREATIVE;
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//} else if (name.equalsIgnoreCase(GameType.ADVENTURE.getName()) || name.equalsIgnoreCase("a")) {
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// return GameType.ADVENTURE;
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//} else {
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// return LevelSettings.validateGameType(convertArgToInt(source, name, 0, GameType.values().length - 2));
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//}
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} |