diff options
-rw-r--r-- | Changelog-Trunk.txt | 3 | ||||
-rw-r--r-- | src/map/pc.c | 23 |
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. |