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@ -357,7 +357,7 @@ void LocalPlayer::updateCell(bool forceUpdate)
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updatePosition(true);
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RakNet::BitStream bs;
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getNetworking()->getPlayerPacket((RakNet::MessageID) ID_PLAYER_CELL_CHANGE)->Packet(&bs, this, true);
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getNetworking()->getPlayerPacket(ID_PLAYER_CELL_CHANGE)->Packet(&bs, this, true);
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getNetworking()->sendData(&bs);
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// Also force an update to skills (to send all progress to skill increases)
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@ -424,7 +424,7 @@ void LocalPlayer::updateEquipment(bool forceUpdate)
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{
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RakNet::BitStream bs;
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bs.ResetWritePointer();
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getNetworking()->getPlayerPacket((RakNet::MessageID) ID_PLAYER_EQUIPMENT)->Packet(&bs, this, true);
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getNetworking()->getPlayerPacket(ID_PLAYER_EQUIPMENT)->Packet(&bs, this, true);
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getNetworking()->sendData(&bs);
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equipChanged = false;
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}
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@ -525,7 +525,7 @@ void LocalPlayer::updateAttackState(bool forceUpdate)
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attack.refid = spell;
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/*RakNet::BitStream bs;
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getNetworking()->getPlayerPacket((RakNet::MessageID) ID_PLAYER_ATTACK)->Packet(&bs, this, true);
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getNetworking()->getPlayerPacket(ID_PLAYER_ATTACK)->Packet(&bs, this, true);
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getNetworking()->SendData(&bs);*/
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}
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else if (state == MWMechanics::DrawState_Weapon)
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@ -631,7 +631,7 @@ void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
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mwmp::Main::get().getLocalPlayer()->updatePosition(true); // fix position after jump;
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RakNet::BitStream bs;
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getNetworking()->getPlayerPacket((RakNet::MessageID) ID_PLAYER_DRAWSTATE)->Packet(&bs, this, true);
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getNetworking()->getPlayerPacket(ID_PLAYER_DRAWSTATE)->Packet(&bs, this, true);
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getNetworking()->sendData(&bs);
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}
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}
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@ -1106,7 +1106,7 @@ void LocalPlayer::sendAttack(Attack::TYPE type)
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attack.type = type;
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attack.pressed = false;
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RakNet::BitStream bs;
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getNetworking()->getPlayerPacket((RakNet::MessageID) ID_PLAYER_ATTACK)->Packet(&bs, this, true);
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getNetworking()->getPlayerPacket(ID_PLAYER_ATTACK)->Packet(&bs, this, true);
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getNetworking()->sendData(&bs);
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}
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@ -1178,6 +1178,6 @@ void LocalPlayer::prepareAttack(Attack::TYPE type, bool state)
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attack.attacker = guid;
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RakNet::BitStream bs;
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getNetworking()->getPlayerPacket((RakNet::MessageID) ID_PLAYER_ATTACK)->Packet(&bs, this, true);
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getNetworking()->getPlayerPacket(ID_PLAYER_ATTACK)->Packet(&bs, this, true);
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getNetworking()->sendData(&bs);
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}
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