//------------------------------------------------------------------------------ // UserSlot // (C) 2005 y2jinc //------------------------------------------------------------------------------ #include "SunClientPrecompiledHeader.h" #include "userslot.h" #include "ObjectManager.h" //---------------------------------------------------------------------------- /** */ UserSlot::UserSlot(void) : m_eSlotState(OPENED), m_dwPlayerKey(0), m_dwBattleZonePlayerKey(0) { Clear(); } //---------------------------------------------------------------------------- /** */ UserSlot::~UserSlot(void) { Clear(); } //---------------------------------------------------------------------------- /** */ void UserSlot::Clear() { if (m_dwBattleZonePlayerKey > 0) { g_ObjectManager.Delete(m_dwBattleZonePlayerKey); m_dwBattleZonePlayerKey = 0; } this->m_eSlotState = OPENED; this->m_dwPlayerKey = 0; this->m_iTeam = 0; #ifdef _NA_20111220_CHANGE_DISCONNECTED_USER_PROCESS ZeroMemory(m_szCharName, sizeof(m_szCharName)); #endif //_NA_20111220_CHANGE_DISCONNECTED_USER_PROCESS } //---------------------------------------------------------------------------- /** */ void UserSlot::SetSlotState(eSLOT_STATE eState) { this->m_eSlotState = eState; } //---------------------------------------------------------------------------- /** */ void UserSlot::SetPlayerKey(DWORD dwPlayerKey) { this->m_dwPlayerKey = dwPlayerKey; } //---------------------------------------------------------------------------- /** */ void UserSlot::SetTeam(int iTeam) { this->m_iTeam = iTeam; } //---------------------------------------------------------------------------- /** */ UserSlot::eSLOT_STATE UserSlot::GetSlotState() const { return this->m_eSlotState; } DWORD UserSlot::GetPlayerKey() const { return this->m_dwPlayerKey; } //---------------------------------------------------------------------------- /** */ int UserSlot::GetTeam() const { return this->m_iTeam; }