Found a bug I did NOT FIX.
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@ -32,7 +32,7 @@ public class Conf
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// Power
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// Power
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public static double powerPlayerMax = 10.0;
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public static double powerPlayerMax = 10.0;
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public static double powerPlayerMin = -10.0;
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public static double powerPlayerMin = -10.0;
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public static double powerPlayerStarting = 0.0; // New players start out with this power level
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public static double powerPlayerStarting = 10.0; // New players start out with this power level
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public static double powerPerMinute = 0.2; // Default health rate... it takes 5 min to heal one power
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public static double powerPerMinute = 0.2; // Default health rate... it takes 5 min to heal one power
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public static double powerPerDeath = 4.0; // A death makes you lose 4 power
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public static double powerPerDeath = 4.0; // A death makes you lose 4 power
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public static boolean scaleNegativePower = false; // Power regeneration rate increase as power decreases
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public static boolean scaleNegativePower = false; // Power regeneration rate increase as power decreases
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@ -62,8 +62,10 @@ public class FPlayers extends PlayerEntityCollection<FPlayer>
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{
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{
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if (now - fplayer.getLastLoginTime() > toleranceMillis)
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if (now - fplayer.getLastLoginTime() > toleranceMillis)
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{
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{
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if (Conf.logFactionLeave || Conf.logFactionKick)
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// TODO: This stops the memory leak crashes but does not solve the issue: MEMBERS ARE NOT KICKED!!!
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P.p.log("Player "+fplayer.getName()+" was auto-removed due to inactivity.");
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// TODO: DO SOMETHING ABOUT THIS
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/*if (Conf.logFactionLeave || Conf.logFactionKick)
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P.p.log("Player "+fplayer.getName()+" was auto-removed due to inactivity.");*/
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// if player is faction leader, sort out the faction since he's going away
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// if player is faction leader, sort out the faction since he's going away
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if (fplayer.getRole() == Rel.LEADER)
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if (fplayer.getRole() == Rel.LEADER)
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