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-rw-r--r--src/Inventory.cpp31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/Inventory.cpp b/src/Inventory.cpp
index 0e1cedc85..c7c089d5f 100644
--- a/src/Inventory.cpp
+++ b/src/Inventory.cpp
@@ -204,6 +204,12 @@ void cInventory::SetSlot(int a_SlotNum, const cItem & a_Item)
return;
}
Grid->SetSlot(GridSlotNum, a_Item);
+
+ // Broadcast the Equipped Item, if the Slot is changed.
+ if ((Grid == &m_HotbarSlots) && (m_EquippedSlotNum == (a_SlotNum - invHotbarOffset)))
+ {
+ m_Owner.GetWorld()->BroadcastEntityEquipment(m_Owner, 0, a_Item, m_Owner.GetClientHandle());
+ }
}
@@ -515,6 +521,31 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size,
+void cInventory::UpdateItems(void)
+{
+ const cItem & Slot = GetEquippedItem();
+
+ if (Slot.IsEmpty())
+ {
+ return;
+ }
+
+ switch (Slot.m_ItemType)
+ {
+ case E_ITEM_MAP:
+ {
+ ItemHandler(Slot.m_ItemType)->OnUpdate(m_Owner.GetWorld(), &m_Owner, Slot);
+ break;
+ }
+
+ default: break;
+ }
+}
+
+
+
+
+
void cInventory::SaveToJson(Json::Value & a_Value)
{
// The JSON originally included the 4 crafting slots and the result, so we have to put empty items there, too: