10-25-2011, 04:08 PM
This line:
m_Player->GetInventory().GetEquippedItem().m_ItemHealth ++;
in:
cClientHandle.cpp
What is its purpose?
I can see it increases the Player's current equipped item's m_ItemHealth by 1 every time a block is broken, but why?
I thought it may have something to do with durability, so I disabled the line, but durability on the item went down like normal.
This value can overflow if someone breaks a large amount of blocks with either their hand, or an item that doesn't use durability.
In creative mode I'd assume this value is useless.
Oh yeah, the LOG and LOGWARN functions are great!
m_Player->GetInventory().GetEquippedItem().m_ItemHealth ++;
in:
cClientHandle.cpp
What is its purpose?
I can see it increases the Player's current equipped item's m_ItemHealth by 1 every time a block is broken, but why?
I thought it may have something to do with durability, so I disabled the line, but durability on the item went down like normal.
This value can overflow if someone breaks a large amount of blocks with either their hand, or an item that doesn't use durability.
In creative mode I'd assume this value is useless.
Oh yeah, the LOG and LOGWARN functions are great!