sendLookCreature should only be called in battleList
master
Joao Pasqualini Costa 7 years ago committed by Ahmed Samy
parent 0676b68493
commit 2292df922d

@ -484,10 +484,10 @@ function onBattleButtonMouseRelease(self, mousePosition, mouseButton)
if ((g_mouse.isPressed(MouseLeftButton) and mouseButton == MouseRightButton)
or (g_mouse.isPressed(MouseRightButton) and mouseButton == MouseLeftButton)) then
mouseWidget.cancelNextRelease = true
g_game.look(self.creature)
g_game.look(self.creature, true)
return true
elseif mouseButton == MouseLeftButton and g_keyboard.isShiftPressed() then
g_game.look(self.creature)
g_game.look(self.creature, true)
return true
elseif mouseButton == MouseRightButton and not g_mouse.isPressed(MouseLeftButton) then
modules.game_interface.createThingMenu(mousePosition, nil, nil, self.creature)

@ -778,12 +778,12 @@ void Game::stop()
m_protocolGame->sendStop();
}
void Game::look(const ThingPtr& thing)
void Game::look(const ThingPtr& thing, bool isBattleList)
{
if(!canPerformGameAction() || !thing)
return;
if(thing->isCreature() && m_protocolVersion >= 961)
if(thing->isCreature() && isBattleList && m_protocolVersion >= 961)
m_protocolGame->sendLookCreature(thing->getId());
else
m_protocolGame->sendLook(thing->getPosition(), thing->getId(), thing->getStackPos());

@ -173,7 +173,7 @@ public:
void stop();
// item related
void look(const ThingPtr& thing);
void look(const ThingPtr& thing, bool isBattleList = false);
void move(const ThingPtr &thing, const Position& toPos, int count);
void moveToParentContainer(const ThingPtr& thing, int count);
void rotate(const ThingPtr& thing);

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