1.8: Fixed workbench, enchanting and anvil window.

master
Howaner 2014-09-12 01:15:21 +02:00
parent e10237fb4d
commit 85ec697d32
1 changed files with 19 additions and 3 deletions

View File

@ -1506,18 +1506,34 @@ void cProtocol180::SendWindowClose(const cWindow & a_Window)
void cProtocol180::SendWindowOpen(const cWindow & a_Window)
{
ASSERT(m_State == 3); // In game mode?
if (a_Window.GetWindowType() < 0)
{
// Do not send this packet for player inventory windows
return;
}
cPacketizer Pkt(*this, 0x2d);
Pkt.WriteChar(a_Window.GetWindowID());
Pkt.WriteString(a_Window.GetWindowTypeName());
Pkt.WriteString(Printf("{\"text\":\"%s\"}", a_Window.GetWindowTitle().c_str()));
Pkt.WriteChar(a_Window.GetNumNonInventorySlots());
switch (a_Window.GetWindowType())
{
case cWindow::wtWorkbench:
case cWindow::wtEnchantment:
case cWindow::wtAnvil:
{
Pkt.WriteChar(0);
break;
}
default:
{
Pkt.WriteChar(a_Window.GetNumNonInventorySlots());
break;
}
}
if (a_Window.GetWindowType() == cWindow::wtAnimalChest)
{
Pkt.WriteInt(0); // TODO: The animal's EntityID