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author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-04-05 19:07:40 +0000 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-04-05 19:07:40 +0000 |
commit | f381620a6bdbc956cbfdd7f7e29f6539f6ce58c9 (patch) | |
tree | 19df0fe8eeeb600c9f737344987becc636920bcf | |
parent | 4ad7728354539e0e677471fa1d1a563792b1c969 (diff) | |
download | mana-f381620a6bdbc956cbfdd7f7e29f6539f6ce58c9.tar.gz mana-f381620a6bdbc956cbfdd7f7e29f6539f6ce58c9.tar.bz2 mana-f381620a6bdbc956cbfdd7f7e29f6539f6ce58c9.tar.xz mana-f381620a6bdbc956cbfdd7f7e29f6539f6ce58c9.zip |
Don't command the server to walk the character to an occupied tile, for example
where a shopkeeper is standing.
-rw-r--r-- | src/gui/gui.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gui/gui.cpp b/src/gui/gui.cpp index 943584ce..c79d0833 100644 --- a/src/gui/gui.cpp +++ b/src/gui/gui.cpp @@ -103,7 +103,7 @@ void Gui::mousePress(int mx, int my, int button) int tiley = my / 32 + camera_y; // Experimental mouse walk support - if (state == GAME) { + if (state == GAME && tiledMap->getWalk(tilex, tiley)) { walk(tilex, tiley, 0); player_node->setPath(tiledMap->findPath( player_node->x, player_node->y, |