okay in arc u have this coding
#ifdef WIN32
_player->BroadcastMessage("Server: %sARC %s - %s-Windows-%s", MSG_COLOR_WHITE, BUILD_TAG, CONFIG, ARCH);
#else
_player->BroadcastMessage("Server: %ARC %s - %s-%s", MSG_COLOR_WHITE, BUILD_TAG, PLATFORM_TEXT, ARCH);
#endif
// Revision
_player->BroadcastMessage("Revision: %s%u", MSG_COLOR_CYAN, BUILD_REVISION);
// Bugs
_player->BroadcastMessage("Bugs: %s%s", MSG_COLOR_SEXHOTPINK, BUGTRACKER);
// Recruiting message
_player->BroadcastMessage(RECRUITING);
// Shows Online players, and connection peak
_player->BroadcastMessage("Online Players: %s%u |rPeak: %s%u|r Accepted Connections: %s%u",
MSG_COLOR_SEXGREEN, sWorld.GetSessionCount(), MSG_COLOR_SEXBLUE, sWorld.PeakSessionCount, MSG_COLOR_SEXBLUE, sWorld.mAcceptedConnections);
//Set current RestState
if( plr->m_isResting)
// We are resting at an inn , turn on Zzz
plr->ApplyPlayerRestState(true);
//Calculate rest bonus if there is time between lastlogoff and now
if( plr->m_timeLogoff > 0 && plr->GetUInt32Value(UNIT_FIELD_LEVEL) < plr->GetUInt32Value(PLAYER_FIELD_MAX_LEVEL)) // if timelogoff = 0 then it's the first login
{
uint32 currenttime = (uint32)UNIXTIME;
uint32 timediff = currenttime - plr->m_timeLogoff;
//Calculate rest bonus
if( timediff > 0 )
plr->AddCalculatedRestXP(timediff);
}
sHookInterface.OnEnterWorld2(_player);
if(info->m_Group)
info->m_Group->Update();
if(enter_world && !_player->GetMapMgr())
plr->AddToWorld();
objmgr.AddPlayer(_player);
if(info->m_Group == NULL)
plr->SendDungeonDifficulty();
}
which is basically on logon event that shows to player... but how would you do this in ManGOS
msn:
[email protected]