1.8: Fixed workbench, enchanting and anvil window.
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@ -1506,18 +1506,34 @@ void cProtocol180::SendWindowClose(const cWindow & a_Window)
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void cProtocol180::SendWindowOpen(const cWindow & a_Window)
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void cProtocol180::SendWindowOpen(const cWindow & a_Window)
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{
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{
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ASSERT(m_State == 3); // In game mode?
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ASSERT(m_State == 3); // In game mode?
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if (a_Window.GetWindowType() < 0)
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if (a_Window.GetWindowType() < 0)
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{
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{
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// Do not send this packet for player inventory windows
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// Do not send this packet for player inventory windows
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return;
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return;
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}
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}
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cPacketizer Pkt(*this, 0x2d);
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cPacketizer Pkt(*this, 0x2d);
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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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Pkt.WriteChar(a_Window.GetNumNonInventorySlots());
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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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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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