Inventory code cleanup, players can now see each other's armor
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1493 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -641,7 +641,7 @@ void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_Bloc
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Handler->OnDigging(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
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cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
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ItemHandler->OnDiggingBlock(World, m_Player, &m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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ItemHandler->OnDiggingBlock(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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// Check for clickthrough-blocks:
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if (a_BlockFace != BLOCK_FACE_NONE)
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@@ -701,7 +701,7 @@ void cClientHandle::HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_Blo
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}
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cWorld * World = m_Player->GetWorld();
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ItemHandler->OnBlockDestroyed(World, m_Player, &m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ);
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ItemHandler->OnBlockDestroyed(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ);
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BlockHandler(a_OldBlock)->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
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World->BroadcastSoundParticleEffect(2001, a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, a_OldBlock, this);
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@@ -738,7 +738,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, c
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return;
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}
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cItem & Equipped = m_Player->GetInventory().GetEquippedItem();
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const cItem & Equipped = m_Player->GetInventory().GetEquippedItem();
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if ((Equipped.m_ItemType != a_HeldItem.m_ItemType) && (a_HeldItem.m_ItemType != -1))
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{
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@@ -802,7 +802,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, c
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// A plugin doesn't agree with using the item, abort
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return;
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}
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ItemHandler->OnItemUse(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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ItemHandler->OnItemUse(World, m_Player, 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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}
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@@ -993,7 +993,7 @@ void cClientHandle::HandleAnimation(char a_Animation)
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void cClientHandle::HandleSlotSelected(short a_SlotNum)
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{
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m_Player->GetInventory().SetEquippedSlot(a_SlotNum);
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m_Player->GetInventory().SetEquippedSlotNum(a_SlotNum);
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m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this);
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}
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