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Track what "level" channel status modes are, which allows us to have chanserv/mode determine if a status mode can be set by users better

This commit is contained in:
Adam
2011-08-19 04:18:13 -04:00
parent 6401d93b8e
commit 4fcb371bc8
10 changed files with 91 additions and 52 deletions
+5 -5
View File
@@ -1065,12 +1065,12 @@ class ProtoUnreal : public Module
void AddModes()
{
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_VOICE, 'v', '+'));
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_HALFOP, 'h', '%'));
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_OP, 'o', '@'));
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_VOICE, 'v', '+', 0));
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_HALFOP, 'h', '%', 1));
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_OP, 'o', '@', 2));
/* Unreal sends +q as * and +a as ~ */
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_PROTECT, 'a', '~'));
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_OWNER, 'q', '*'));
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_PROTECT, 'a', '~', 3));
ModeManager::AddChannelMode(new ChannelModeStatus(CMODE_OWNER, 'q', '*', 4));
/* Add user modes */
ModeManager::AddUserMode(new UserMode(UMODE_SERV_ADMIN, 'A'));