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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-07 11:14:11 +00:00
good enough
the client code for this is a mess and should load everything at once or use non race condition code
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@@ -104,6 +104,18 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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break;
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}
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// Currently not actually used for our implementation, however its used right now to get around invisible inventory items in the client.
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case MessageType::Game::SELECT_SKILL: {
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auto var = entity->GetVar<bool>(u"dlu_first_time_load");
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if (var) {
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entity->SetVar<bool>(u"dlu_first_time_load", false);
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InventoryComponent* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent) inventoryComponent->FixInvisibleItems();
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}
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break;
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}
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case MessageType::Game::PLAYER_LOADED: {
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GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
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entity->SetPlayerReadyForUpdates();
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