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-rw-r--r--source/Protocol/Protocol125.cpp3
-rw-r--r--source/Protocol/Protocol132.cpp20
2 files changed, 16 insertions, 7 deletions
diff --git a/source/Protocol/Protocol125.cpp b/source/Protocol/Protocol125.cpp
index 17def7c8a..a4b5feb82 100644
--- a/source/Protocol/Protocol125.cpp
+++ b/source/Protocol/Protocol125.cpp
@@ -874,8 +874,7 @@ void cProtocol125::SendWeather(eWeather a_Weather)
void cProtocol125::SendWholeInventory(const cInventory & a_Inventory)
{
- cCSLock Lock(m_CSPacket);
- SendWindowSlots(0, a_Inventory.c_NumSlots, a_Inventory.GetSlots());
+ SendWholeInventory(*(a_Inventory.GetOwner().GetWindow()));
}
diff --git a/source/Protocol/Protocol132.cpp b/source/Protocol/Protocol132.cpp
index c10338f54..50c335180 100644
--- a/source/Protocol/Protocol132.cpp
+++ b/source/Protocol/Protocol132.cpp
@@ -438,14 +438,24 @@ void cProtocol132::SendWholeInventory(const cWindow & a_Window)
{
// 1.3.2 requires player inventory slots to be sent as SetSlot packets,
// otherwise it sometimes fails to update the window
+
+ // Send the entire window:
super::SendWholeInventory(a_Window);
- const cItem * Slots = m_Client->GetPlayer()->GetInventory().GetSlots();
- int BaseOffset = a_Window.GetNumSlots() - cInventory::c_NumSlots + cInventory::c_MainOffset; // the number of non-inventory slots the window has; inventory follows
+
+ // Send the player inventory and hotbar:
+ const cInventory & Inventory = m_Client->GetPlayer()->GetInventory();
+ int BaseOffset = a_Window.GetNumSlots() - (cInventory::invNumSlots - cInventory::invInventoryOffset); // Number of non-inventory slots
char WindowID = a_Window.GetWindowID();
- for (int i = 0; i < cInventory::c_NumSlots - cInventory::c_MainOffset; i++)
+ for (int i = 0; i < cInventory::invInventoryCount; i++)
{
- SendInventorySlot(WindowID, BaseOffset + i, Slots[i + cInventory::c_MainOffset]);
- } // for i - Slots[]
+ SendInventorySlot(WindowID, BaseOffset + i, Inventory.GetInventorySlot(i));
+ } // for i - Inventory[]
+ BaseOffset += cInventory::invInventoryCount;
+ for (int i = 0; i < cInventory::invHotbarCount; i++)
+ {
+ SendInventorySlot(WindowID, BaseOffset + i, Inventory.GetHotbarSlot(i));
+ } // for i - Hotbar[]
+
// Send even the item being dragged:
SendInventorySlot(-1, -1, m_Client->GetPlayer()->GetDraggingItem());
}