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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-05-24 09:30:39 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-05-24 09:30:39 +0200 |
commit | cf87169737fdeeee7d4b160688bbed7194e46147 (patch) | |
tree | 7daaeb9af8e3187cde6068c3cff5ff0ee64f0067 /source/Protocol | |
parent | Added ItemCategory::IsArmor() (diff) | |
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Diffstat (limited to 'source/Protocol')
-rw-r--r-- | source/Protocol/Protocol125.cpp | 3 | ||||
-rw-r--r-- | source/Protocol/Protocol132.cpp | 20 |
2 files changed, 16 insertions, 7 deletions
diff --git a/source/Protocol/Protocol125.cpp b/source/Protocol/Protocol125.cpp index 17def7c8a..a4b5feb82 100644 --- a/source/Protocol/Protocol125.cpp +++ b/source/Protocol/Protocol125.cpp @@ -874,8 +874,7 @@ void cProtocol125::SendWeather(eWeather a_Weather) void cProtocol125::SendWholeInventory(const cInventory & a_Inventory)
{
- cCSLock Lock(m_CSPacket);
- SendWindowSlots(0, a_Inventory.c_NumSlots, a_Inventory.GetSlots());
+ SendWholeInventory(*(a_Inventory.GetOwner().GetWindow()));
}
diff --git a/source/Protocol/Protocol132.cpp b/source/Protocol/Protocol132.cpp index c10338f54..50c335180 100644 --- a/source/Protocol/Protocol132.cpp +++ b/source/Protocol/Protocol132.cpp @@ -438,14 +438,24 @@ void cProtocol132::SendWholeInventory(const cWindow & a_Window) {
// 1.3.2 requires player inventory slots to be sent as SetSlot packets,
// otherwise it sometimes fails to update the window
+
+ // Send the entire window:
super::SendWholeInventory(a_Window);
- const cItem * Slots = m_Client->GetPlayer()->GetInventory().GetSlots();
- int BaseOffset = a_Window.GetNumSlots() - cInventory::c_NumSlots + cInventory::c_MainOffset; // the number of non-inventory slots the window has; inventory follows
+
+ // Send the player inventory and hotbar:
+ const cInventory & Inventory = m_Client->GetPlayer()->GetInventory();
+ int BaseOffset = a_Window.GetNumSlots() - (cInventory::invNumSlots - cInventory::invInventoryOffset); // Number of non-inventory slots
char WindowID = a_Window.GetWindowID();
- for (int i = 0; i < cInventory::c_NumSlots - cInventory::c_MainOffset; i++)
+ for (int i = 0; i < cInventory::invInventoryCount; i++)
{
- SendInventorySlot(WindowID, BaseOffset + i, Slots[i + cInventory::c_MainOffset]);
- } // for i - Slots[]
+ SendInventorySlot(WindowID, BaseOffset + i, Inventory.GetInventorySlot(i));
+ } // for i - Inventory[]
+ BaseOffset += cInventory::invInventoryCount;
+ for (int i = 0; i < cInventory::invHotbarCount; i++)
+ {
+ SendInventorySlot(WindowID, BaseOffset + i, Inventory.GetHotbarSlot(i));
+ } // for i - Hotbar[]
+
// Send even the item being dragged:
SendInventorySlot(-1, -1, m_Client->GetPlayer()->GetDraggingItem());
}
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