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-rw-r--r--src/modules/m_cloaking.cpp17
1 files changed, 1 insertions, 16 deletions
diff --git a/src/modules/m_cloaking.cpp b/src/modules/m_cloaking.cpp
index f26e16e0e..60f62b099 100644
--- a/src/modules/m_cloaking.cpp
+++ b/src/modules/m_cloaking.cpp
@@ -434,23 +434,8 @@ class ModuleCloaking : public Module
void Implements(char* List)
{
- List[I_OnRehash] = List[I_OnUserConnect] = 1;
+ List[I_OnRehash] = 1;
}
-
- virtual void OnUserConnect(userrec* user)
- {
- // Heres the weird bit. When a user connects we must set +x on them, so
- // we're going to use the SendMode method of the Server class to send
- // the mode to the client. This is basically the same as sending an
- // SAMODE in unreal. Note that to the user it will appear as if they set
- // the mode on themselves.
-
- const char* modes[2]; // only two parameters
- modes[0] = user->nick; // first parameter is the nick
- modes[1] = "+x"; // second parameter is the mode
- ServerInstance->SendMode(modes,2,user); // send these, forming the command "MODE <nick> +x"
- }
-
};
// stuff down here is the module-factory stuff. For basic modules you can ignore this.