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[Client] Fix conditions for sending PlayerItemUse packet for magic items

Previously, attempting to switch to a magic item's spell via a quick key did not work if the item was already equipped.
This commit is contained in:
David Cernat 2022-04-23 21:32:35 +03:00
parent 1a000bc0a8
commit 06dfbe4aec

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@ -514,22 +514,21 @@ namespace MWGui
Instead of unilaterally using an item, send an ID_PLAYER_ITEM_USE packet and let the server Instead of unilaterally using an item, send an ID_PLAYER_ITEM_USE packet and let the server
decide if the item actually gets used decide if the item actually gets used
*/ */
/*
if (!item.getClass().getEquipmentSlots(item).first.empty() && !store.isEquipped(item)) if (!item.getClass().getEquipmentSlots(item).first.empty() && !store.isEquipped(item))
{ {
/*
MWBase::Environment::get().getWindowManager()->useItem(item); MWBase::Environment::get().getWindowManager()->useItem(item);
// make sure that item was successfully equipped // make sure that item was successfully equipped
if (!store.isEquipped(item)) if (!store.isEquipped(item))
return; return;
}
store.setSelectedEnchantItem(it);
MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Spell);
*/ */
mwmp::Main::get().getLocalPlayer()->sendItemUse(item, true, MWMechanics::DrawState_Spell); mwmp::Main::get().getLocalPlayer()->sendItemUse(item, true, MWMechanics::DrawState_Spell);
}
//store.setSelectedEnchantItem(it);
//MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Spell);
/* /*
End of tes3mp change (major) End of tes3mp change (major)
*/ */