1.8: Fixed workbench, enchanting and anvil window.
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e10237fb4d
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@ -1517,7 +1517,23 @@ void cProtocol180::SendWindowOpen(const cWindow & a_Window)
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Pkt.WriteChar(a_Window.GetWindowID());
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Pkt.WriteChar(a_Window.GetWindowID());
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Pkt.WriteString(a_Window.GetWindowTypeName());
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Pkt.WriteString(a_Window.GetWindowTypeName());
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Pkt.WriteString(Printf("{\"text\":\"%s\"}", a_Window.GetWindowTitle().c_str()));
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Pkt.WriteString(Printf("{\"text\":\"%s\"}", a_Window.GetWindowTitle().c_str()));
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switch (a_Window.GetWindowType())
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{
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case cWindow::wtWorkbench:
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case cWindow::wtEnchantment:
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case cWindow::wtAnvil:
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{
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Pkt.WriteChar(0);
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break;
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}
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default:
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{
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Pkt.WriteChar(a_Window.GetNumNonInventorySlots());
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Pkt.WriteChar(a_Window.GetNumNonInventorySlots());
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break;
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}
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}
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if (a_Window.GetWindowType() == cWindow::wtAnimalChest)
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if (a_Window.GetWindowType() == cWindow::wtAnimalChest)
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{
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{
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Pkt.WriteInt(0); // TODO: The animal's EntityID
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Pkt.WriteInt(0); // TODO: The animal's EntityID
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