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[TFS 0.3.6 Crying Damson] Repairing of bugged playerExists() function.

waqmaz

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Code:
int32_t LuaScriptInterface::luaGetPlayerGUIDByName(lua_State* L)
{
    //getPlayerGUIDByName(name[, multiworld = false])
    bool multiworld = false;
    if(lua_gettop(L) > 1)
        multiworld = popNumber(L);

    std::string name = popString(L);
    uint32_t guid;
    if(Player* player = g_game.getPlayerByName(name.c_str()))
        lua_pushnumber(L, player->getGUID());
    else if(IOLoginData::getInstance()->getGuidByName(guid, name, multiworld))
        lua_pushnumber(L, guid);
    else
        lua_pushnil(L);

    return 1;
}

in 050-function.lua change:
Code:
function playerExists(name)
   return getPlayerGUIDByName(name) ~= 0
end

To:
Code:
function playerExists(name)
   return getPlayerGUIDByName(name) ~= nil
end

That function returns a nil value and in database record of a field ID in table PLAYERS never is 0.
 
Last edited:
After playing with a damn script for an hour, to come and find out playerExists DOESNT EVEN WORK. Thanks dude
 
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