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authorPhilipp Sehmisch <tmw@crushnet.org>2007-12-10 02:22:59 +0000
committerPhilipp Sehmisch <tmw@crushnet.org>2007-12-10 02:22:59 +0000
commite961be5bfd29ad3f44f948828981cb3ab07f25a7 (patch)
tree5464d14635191407eb24c7ad76b1b218b33016d2 /src/net/equipmenthandler.cpp
parent43b986ceffdb436d8850a876bd485c9a3eea8cdd (diff)
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Simplified player subsprite handling by treating equipment, hairstyle and base sprites alike. Implementing female hairstyles is now a purely content-sided task.
Diffstat (limited to 'src/net/equipmenthandler.cpp')
-rw-r--r--src/net/equipmenthandler.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/net/equipmenthandler.cpp b/src/net/equipmenthandler.cpp
index 60be5c74..84da9365 100644
--- a/src/net/equipmenthandler.cpp
+++ b/src/net/equipmenthandler.cpp
@@ -141,7 +141,7 @@ void EquipmentHandler::handleMessage(MessageIn *msg)
if (!being)
break;
- being->setVisibleEquipment(Being::WEAPON_SPRITE, itemId);
+ being->setSprite(Being::WEAPON_SPRITE, itemId);
break;
case SMSG_PLAYER_UNEQUIP:
@@ -184,7 +184,7 @@ void EquipmentHandler::handleMessage(MessageIn *msg)
case 536:
case 1200:
case 1201:
- player_node->setVisibleEquipment(Being::WEAPON_SPRITE, 0);
+ player_node->setSprite(Being::WEAPON_SPRITE, 0);
// TODO: Why this break? Shouldn't a weapon be
// unequipped in inventory too?
break;