… | |
… | |
1160 | * appropriately. |
1160 | * appropriately. |
1161 | */ |
1161 | */ |
1162 | pl->close_container (); |
1162 | pl->close_container (); |
1163 | |
1163 | |
1164 | //TODO: the floorbox prev/next might need updating |
1164 | //TODO: the floorbox prev/next might need updating |
1165 | esrv_del_item (pl->contr, count); |
1165 | //esrv_del_item (pl->contr, count); |
|
|
1166 | //TODO: update floorbox to preserve ordering |
|
|
1167 | if (pl->contr->ns) |
|
|
1168 | pl->contr->ns->floorbox_update (); |
1166 | } |
1169 | } |
1167 | |
1170 | |
1168 | for (tmp = ms.bot; tmp; tmp = tmp->above) |
1171 | for (tmp = ms.bot; tmp; tmp = tmp->above) |
1169 | { |
1172 | { |
1170 | /* No point updating the players look faces if he is the object |
1173 | /* No point updating the players look faces if he is the object |
… | |
… | |
1468 | |
1471 | |
1469 | op->map->dirty = true; |
1472 | op->map->dirty = true; |
1470 | |
1473 | |
1471 | if (object *pl = ms.player ()) |
1474 | if (object *pl = ms.player ()) |
1472 | //TODO: the floorbox prev/next might need updating |
1475 | //TODO: the floorbox prev/next might need updating |
1473 | esrv_send_item (pl, op); |
1476 | //esrv_send_item (pl, op); |
|
|
1477 | //TODO: update floorbox to preserve ordering |
|
|
1478 | if (pl->contr->ns) |
|
|
1479 | pl->contr->ns->floorbox_update (); |
1474 | |
1480 | |
1475 | /* If this object glows, it may affect lighting conditions that are |
1481 | /* If this object glows, it may affect lighting conditions that are |
1476 | * visible to others on this map. But update_all_los is really |
1482 | * visible to others on this map. But update_all_los is really |
1477 | * an inefficient way to do this, as it means los for all players |
1483 | * an inefficient way to do this, as it means los for all players |
1478 | * on the map will get recalculated. The players could very well |
1484 | * on the map will get recalculated. The players could very well |