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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-07 18:42:59 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-07 18:42:59 +0000
commit05a5f1b6548be2871463e395686341d22d7c9372 (patch)
tree767e5932612f54bd64b8ff48706d931bf08e1e95
parentd23055af211d86138480a277b7060d1d261d4f7f (diff)
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- Added in Lupus's suggestion of not making multi-slot headgears set all slot view-ids, which supposedly causes the client to re-draw the headgear multiple times on characters.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8168 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt3
-rw-r--r--src/map/pc.c23
2 files changed, 16 insertions, 10 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 492399d8f..6b4c9cace 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,9 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/08/07
+ * Added in Lupus's suggestion of not making multi-slot headgears set all
+ slot view-ids, which supposedly causes the client to re-draw the headgear
+ multiple times on characters. [Skotlex]
* Fixed HT_BLITZBEAT hitting neutral characters when it auto-triggers.
[Skotlex]
* Simplified the Tatami Gaeshi code. [Skotlex]
diff --git a/src/map/pc.c b/src/map/pc.c
index a42911e56..92dc175cc 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -6251,7 +6251,7 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
sd->status.inventory[n].equip=pos;
- if(sd->status.inventory[n].equip & EQP_HAND_R) {
+ if(pos & EQP_HAND_R) {
if(sd->inventory_data[n])
sd->weapontype1 = sd->inventory_data[n]->look;
else
@@ -6259,16 +6259,17 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
pc_calcweapontype(sd);
clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
}
- if(sd->status.inventory[n].equip & EQP_HAND_L) {
+ if(pos & EQP_HAND_L) {
if(sd->inventory_data[n]) {
- if(sd->inventory_data[n]->type == 4) {
+ if(sd->inventory_data[n]->type == IT_WEAPON) {
sd->status.shield = 0;
if(sd->status.inventory[n].equip == EQP_HAND_L)
sd->weapontype2 = sd->inventory_data[n]->look;
else
sd->weapontype2 = 0;
}
- else if(sd->inventory_data[n]->type == 5) {
+ else
+ if(sd->inventory_data[n]->type == IT_ARMOR) {
sd->status.shield = sd->inventory_data[n]->look;
sd->weapontype2 = 0;
}
@@ -6278,28 +6279,30 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
pc_calcweapontype(sd);
clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
}
- if(sd->status.inventory[n].equip & EQP_HEAD_LOW) {
- if(sd->inventory_data[n])
+ //Added check to prevent sending the same look on multiple slots ->
+ //causes client to redraw item on top of itself. (suggested by Lupus)
+ if(pos & EQP_HEAD_LOW) {
+ if(sd->inventory_data[n] && !pos&(EQP_HEAD_TOP|EQP_HEAD_MID))
sd->status.head_bottom = sd->inventory_data[n]->look;
else
sd->status.head_bottom = 0;
clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
}
- if(sd->status.inventory[n].equip & EQP_HEAD_TOP) {
+ if(pos & EQP_HEAD_TOP) {
if(sd->inventory_data[n])
sd->status.head_top = sd->inventory_data[n]->look;
else
sd->status.head_top = 0;
clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
}
- if(sd->status.inventory[n].equip & EQP_HEAD_MID) {
- if(sd->inventory_data[n])
+ if(pos & EQP_HEAD_MID) {
+ if(sd->inventory_data[n] && !pos&EQP_HEAD_TOP)
sd->status.head_mid = sd->inventory_data[n]->look;
else
sd->status.head_mid = 0;
clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
}
- if(sd->status.inventory[n].equip & EQP_SHOES)
+ if(pos & EQP_SHOES)
clif_changelook(&sd->bl,LOOK_SHOES,0);
pc_checkallowskill(sd); //Check if status changes should be halted.