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author | madmaxoft <github@xoft.cz> | 2013-11-02 17:44:55 +0100 |
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committer | madmaxoft <github@xoft.cz> | 2013-11-03 11:59:05 +0100 |
commit | 7dc96f04415e4c3a9f59fd6c9c0a20a89023589a (patch) | |
tree | 9e23ac0cb210067d710ad533235b6624d07365fe /source/Entities/Player.h | |
parent | Updated README.md since MCServer development will continue even if people don't donate. (diff) | |
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Diffstat (limited to 'source/Entities/Player.h')
-rw-r--r-- | source/Entities/Player.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/Entities/Player.h b/source/Entities/Player.h index 449a63231..01efa3681 100644 --- a/source/Entities/Player.h +++ b/source/Entities/Player.h @@ -4,6 +4,7 @@ #include "Pawn.h" #include "../Inventory.h" #include "../Defines.h" +#include "../World.h" @@ -99,6 +100,9 @@ public: /// Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable eGameMode GetGameMode(void) const { return m_GameMode; } + /// Returns the current effective gamemode (inherited gamemode is resolved before returning) + eGameMode GetEffectiveGameMode(void) const { return (m_GameMode == gmNotSet) ? m_World->GetGameMode() : m_GameMode; } + /** Sets the gamemode for the player. The gamemode may be gmNotSet, in that case the player inherits the world's gamemode. Updates the gamemode on the client (sends the packet) |