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authorBjørn Lindeijer <bjorn@lindeijer.nl>2007-08-30 16:46:21 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2007-08-30 16:46:21 +0000
commit928fcf801f53d44d8b31b4285052a067340ab4ff (patch)
tree91f8b62b56467d63b1e6a4f49cecab63971dd43f /src/net/charserverhandler.cpp
parentc8c4fd4850b543215faf4de83cc0f93c17b5a038 (diff)
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Merged equipment database with items database and got rid of the unused item
art attribute. Removed the now unnecessary multiplication of weapon IDs with 10000. Added a fallback item icon and used it for unknown items or when an item image fails to load.
Diffstat (limited to 'src/net/charserverhandler.cpp')
-rw-r--r--src/net/charserverhandler.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/net/charserverhandler.cpp b/src/net/charserverhandler.cpp
index 9018b0af..a3f696c6 100644
--- a/src/net/charserverhandler.cpp
+++ b/src/net/charserverhandler.cpp
@@ -204,9 +204,7 @@ LocalPlayer* CharServerHandler::readPlayerData(MessageIn &msg, int &slot)
msg.readInt16(); // class
tempPlayer->setHairStyle(msg.readInt16());
Uint16 weapon = msg.readInt16();
- if (weapon == 11)
- weapon = 2;
- tempPlayer->setVisibleEquipment(Being::WEAPON_SPRITE, weapon * 10000);
+ tempPlayer->setVisibleEquipment(Being::WEAPON_SPRITE, weapon);
tempPlayer->mLevel = msg.readInt16();
msg.readInt16(); // skill point
tempPlayer->setVisibleEquipment(Being::BOTTOMCLOTHES_SPRITE, msg.readInt16()); // head bottom