Send map when selected
This commit is contained in:
@@ -1190,6 +1190,19 @@ void cClientHandle::HandleSlotSelected(short a_SlotNum)
|
||||
{
|
||||
m_Player->GetInventory().SetEquippedSlotNum(a_SlotNum);
|
||||
m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this);
|
||||
|
||||
const cItem & Item = m_Player->GetInventory().GetEquippedItem();
|
||||
if (Item.m_ItemType == E_ITEM_MAP)
|
||||
{
|
||||
// TODO 2014-02-14 xdot: Do not hardcode this.
|
||||
cMap * Map = m_Player->GetWorld()->GetMapData(Item.m_ItemDamage);
|
||||
|
||||
if (Map != NULL)
|
||||
{
|
||||
// TODO 2014-02-14 xdot: Optimization - Do not send the whole map.
|
||||
Map->SendTo(*this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user