Off-hand/shield slot functional, save and load slot, bow + arrow functional (#3725)
Fixes #3714.
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@@ -1111,6 +1111,11 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eB
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// A plugin doesn't agree with the action. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
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return;
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}
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// When bow is in off-hand / shield slot
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if (m_Player->GetInventory().GetShieldSlot().m_ItemType == E_ITEM_BOW)
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{
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ItemHandler = cItemHandler::GetItemHandler(m_Player->GetInventory().GetShieldSlot());
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}
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ItemHandler->OnItemShoot(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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}
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return;
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@@ -1524,6 +1529,11 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
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ItemHandler->OnItemUse(World, m_Player, PluginInterface, Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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PlgMgr->CallHookPlayerUsedItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ);
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}
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// Charge bow when it's in slot off-hand / shield
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if ((a_BlockFace == BLOCK_FACE_NONE) && (m_Player->GetInventory().GetShieldSlot().m_ItemType == E_ITEM_BOW))
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{
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m_Player->StartChargingBow();
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}
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}
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