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authorIra Rice <irarice@gmail.com>2008-11-02 00:33:31 +0000
committerIra Rice <irarice@gmail.com>2008-11-02 00:33:31 +0000
commit5cf18a062ffca03196b83fe6fda8ea3e54079c57 (patch)
tree00fa520012a6ed4a0fee66a1d65364bf81ccaeb5 /src/main.cpp
parent494e35cda96863f676409d304a916d9308040eab (diff)
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Ported a patch from TMW by fate which de-hardcodes skills, as well as removes the server sending out view id's for
gloves and boots (which weren't needed.) Here's the full log: * Updated GUI table and model to better handle NULL widgets during initialisation * On SMSG_MOVE et al., ignore boots and glove information-- that information is incorrect and we're guaranteed to already have the correct information anyway. * Properly decode `is dead' information for PCs, so that dead players, when encountered, will be lying on the ground, dead, rather than standing. * Use `skills.xml' file from client data to determine skill names * Report client version number (hereby bumped to 1) in unused charserver slot (ignored by vanilla eAthena)
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/main.cpp b/src/main.cpp
index d41acba0..db7b16d4 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -623,7 +623,8 @@ void charLogin(Network *network, LoginData *loginData)
outMsg.writeInt32(loginData->account_ID);
outMsg.writeInt32(loginData->session_ID1);
outMsg.writeInt32(loginData->session_ID2);
- outMsg.writeInt16(0); // unknown
+ // [Fate] The next word is unused by the old char server, so we squeeze in tmw client version information
+ outMsg.writeInt16(TMW_CLIENT_PROTOCOL_VERSION);
outMsg.writeInt8(loginData->sex);
// We get 4 useless bytes before the real answer comes in