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/cvs/deliantra/server/server/main.C
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Comparing deliantra/server/server/main.C (file contents):
Revision 1.50 by elmex, Wed Dec 20 13:07:13 2006 UTC vs.
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC

1219} 1219}
1220 1220
1221void 1221void
1222leave (player *pl, int draw_exit) 1222leave (player *pl, int draw_exit)
1223{ 1223{
1224 if (pl != NULL) 1224 if (pl)
1225 { 1225 {
1226 /* We do this so that the socket handling routine can do the final 1226 /* We do this so that the socket handling routine can do the final
1227 * cleanup. We also leave that loop to actually handle the freeing 1227 * cleanup. We also leave that loop to actually handle the freeing
1228 * of the data. 1228 * of the data.
1229 */ 1229 */
1230 if (pl->socket)
1231 pl->socket->destroy ();
1232
1230 if (pl->ob->type != DEAD_OBJECT) 1233 if (pl->ob->type != DEAD_OBJECT)
1231 { 1234 {
1232 pl->socket->status = Ns_Dead;
1233
1234 /* If a hidden dm dropped connection do not create 1235 /* If a hidden dm dropped connection do not create
1235 * inconsistencies by showing that they have left the game 1236 * inconsistencies by showing that they have left the game
1236 */ 1237 */
1237 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden) 1238 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1238 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) 1239 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))

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