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- Added in Lupus's suggestion of not making multi-slot headgears set all slot view-ids, which supposedly causes the client to re-draw the headgear multiple times on characters.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8168 54d463be-8e91-2dee-dedb-b68131a5f0ec
skotlex 19 vuotta sitten
vanhempi
commit
871e79bf38
2 muutettua tiedostoa jossa 16 lisäystä ja 10 poistoa
  1. 3 0
      Changelog-Trunk.txt
  2. 13 10
      src/map/pc.c

+ 3 - 0
Changelog-Trunk.txt

@@ -4,6 +4,9 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
 2006/08/07
+	* Added in Lupus's suggestion of not making multi-slot headgears set all
+	  slot view-ids, which supposedly causes the client to re-draw the headgear
+	  multiple times on characters. [Skotlex]
 	* Fixed HT_BLITZBEAT hitting neutral characters when it auto-triggers.
 	  [Skotlex]
 	* Simplified the Tatami Gaeshi code. [Skotlex]

+ 13 - 10
src/map/pc.c

@@ -6251,7 +6251,7 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
 
 	sd->status.inventory[n].equip=pos;
 
-	if(sd->status.inventory[n].equip & EQP_HAND_R) {
+	if(pos & EQP_HAND_R) {
 		if(sd->inventory_data[n])
 			sd->weapontype1 = sd->inventory_data[n]->look;
 		else
@@ -6259,16 +6259,17 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
 		pc_calcweapontype(sd);
 		clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
 	}
-	if(sd->status.inventory[n].equip & EQP_HAND_L) {
+	if(pos & EQP_HAND_L) {
 		if(sd->inventory_data[n]) {
-			if(sd->inventory_data[n]->type == 4) {
+			if(sd->inventory_data[n]->type == IT_WEAPON) {
 				sd->status.shield = 0;
 				if(sd->status.inventory[n].equip == EQP_HAND_L)
 					sd->weapontype2 = sd->inventory_data[n]->look;
 				else
 					sd->weapontype2 = 0;
 			}
-			else if(sd->inventory_data[n]->type == 5) {
+			else
+			if(sd->inventory_data[n]->type == IT_ARMOR) {
 				sd->status.shield = sd->inventory_data[n]->look;
 				sd->weapontype2 = 0;
 			}
@@ -6278,28 +6279,30 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
 		pc_calcweapontype(sd);
 		clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
 	}
-	if(sd->status.inventory[n].equip & EQP_HEAD_LOW) {
-		if(sd->inventory_data[n])
+	//Added check to prevent sending the same look on multiple slots ->
+	//causes client to redraw item on top of itself. (suggested by Lupus)
+	if(pos & EQP_HEAD_LOW) {
+		if(sd->inventory_data[n] && !pos&(EQP_HEAD_TOP|EQP_HEAD_MID))
 			sd->status.head_bottom = sd->inventory_data[n]->look;
 		else
 			sd->status.head_bottom = 0;
 		clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
 	}
-	if(sd->status.inventory[n].equip & EQP_HEAD_TOP) {
+	if(pos & EQP_HEAD_TOP) {
 		if(sd->inventory_data[n])
 			sd->status.head_top = sd->inventory_data[n]->look;
 		else
 			sd->status.head_top = 0;
 		clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
 	}
-	if(sd->status.inventory[n].equip & EQP_HEAD_MID) {
-		if(sd->inventory_data[n])
+	if(pos & EQP_HEAD_MID) {
+		if(sd->inventory_data[n] && !pos&EQP_HEAD_TOP)
 			sd->status.head_mid = sd->inventory_data[n]->look;
 		else
 			sd->status.head_mid = 0;
 		clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
 	}
-	if(sd->status.inventory[n].equip & EQP_SHOES)
+	if(pos & EQP_SHOES)
 		clif_changelook(&sd->bl,LOOK_SHOES,0);
 
 	pc_checkallowskill(sd); //Check if status changes should be halted.