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authorBjørn Lindeijer <bjorn@lindeijer.nl>2005-04-05 19:07:40 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2005-04-05 19:07:40 +0000
commitf381620a6bdbc956cbfdd7f7e29f6539f6ce58c9 (patch)
tree19df0fe8eeeb600c9f737344987becc636920bcf /src/gui/gui.cpp
parent4ad7728354539e0e677471fa1d1a563792b1c969 (diff)
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Don't command the server to walk the character to an occupied tile, for example
where a shopkeeper is standing.
Diffstat (limited to 'src/gui/gui.cpp')
-rw-r--r--src/gui/gui.cpp2
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,