if(!database)
{
// set the object's owner via player UID
- // if the player does not have an UID, the owner cannot be stored and his objects may be edited by anyone
+ // if the player does not have an UID, the owner cannot be stored and their objects may be edited by anyone
if(this.crypto_idfp != "")
e.crypto_idfp = strzone(this.crypto_idfp);
else
print_to(player, "^3physics value ^7- object physics, 0 = static, 1 = movable, 2 = physical");
print_to(player, "^3force value ^7- amount of force applied to objects that are shot");
print_to(player, "^3material value ^7- sets the material of the object. Default materials are: metal, stone, wood, flesh");
- print_to(player, "^7\"^2object_claim^7\" sets the player as the owner of the object, if he has the right to edit it");
+ print_to(player, "^7\"^2object_claim^7\" sets the player as the owner of the object, if they have the right to edit it");
print_to(player, "^7\"^2object_info ^3value^7\" shows public information about the object");
print_to(player, "^3object ^7- prints general information about the object, such as owner and creation / editing date");
print_to(player, "^3mesh ^7- prints information about the object's mesh, including skeletal bones");
{
// update the owner's name
// Do this before checking if you're already the owner and skipping if such, so we
- // also update the player's nickname if he changed it (but has the same player UID)
+ // also update the player's nickname if they changed it (but has the same player UID)
if(e.netname != player.netname)
{
strcpy(e.netname, player.netname);