Fix auto walking bug
This commit is contained in:
parent
4c3c945bab
commit
e7012031eb
|
@ -61,7 +61,7 @@ function online()
|
||||||
cooldownWindow:close()
|
cooldownWindow:close()
|
||||||
end
|
end
|
||||||
|
|
||||||
if lastPlayer ~= g_game.getCharacterName() then
|
if not lastPlayer or lastPlayer ~= g_game.getCharacterName() then
|
||||||
refresh()
|
refresh()
|
||||||
lastPlayer = g_game.getCharacterName()
|
lastPlayer = g_game.getCharacterName()
|
||||||
end
|
end
|
||||||
|
|
|
@ -627,7 +627,7 @@ void Game::autoWalk(std::vector<Otc::Direction> dirs)
|
||||||
Otc::Direction direction = *it;
|
Otc::Direction direction = *it;
|
||||||
if(m_localPlayer->canWalk(direction)) {
|
if(m_localPlayer->canWalk(direction)) {
|
||||||
TilePtr toTile = g_map.getTile(m_localPlayer->getPosition().translatedToDirection(direction));
|
TilePtr toTile = g_map.getTile(m_localPlayer->getPosition().translatedToDirection(direction));
|
||||||
if(toTile && toTile->isWalkable() && !m_localPlayer->isAutoWalking()) {
|
if(toTile && toTile->isWalkable() && !m_localPlayer->isServerWalking()) {
|
||||||
m_localPlayer->preWalk(direction);
|
m_localPlayer->preWalk(direction);
|
||||||
|
|
||||||
if(getFeature(Otc::GameForceFirstAutoWalkStep)) {
|
if(getFeature(Otc::GameForceFirstAutoWalkStep)) {
|
||||||
|
|
Loading…
Reference in New Issue