11.09.2015, 01:57
(
Last edited by dh240473; 25/10/2015 at 07:15 AM.
)
Removed
public OnPlayerRequestSpawn(playerid)
{
if(AccInfo[playerid][PassType] == 0)
{
return 0;
}
return 1;
}
CMD:changepass(playerid,params[])
{
if(AccInfo[playerid][Logged] == 0)
{
SendClientMessage(playerid, Red, "Login First Bruh ");
return 1;
}
else
{
new pass[128];
if(sscanf(params, "s[128]", pass))
{
SendClientMessage(playerid,Red,"USAGE: /changepass <new pass>");
return 1;
}
if(strlen(pass) < 3 || strlen(pass) > 32)
{
SendClientMessage(playerid,Red,"SERVER: Incorrect password length.");
return 1;
}
new string[128];
UpdatePlayerPass(playerid, pass);
PlayerPlaySound(playerid,1057,0.0,0.0,0.0);
format(string, sizeof(string),"SERVER: You have successfully changed your password to \"%s\"",pass);
SendClientMessage(playerid,Yellow,string);
}
return 1;
}
public OnPlayerConnect(playerid)
{
new ipaddr[16];
GetPlayerIp(playerid, ipaddr, 16);
if(IsPlayerNPC(playerid) && strcmp(ipaddr, "127.0.0.1",true)){
Kick(playerid);
return 0;
}
return 1;
}
If they haven't logged in, why not just prevent spawning instead of kicking them?
pawn Code:
pawn Code:
pawn Code:
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