Make skin-select only for items for now
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@@ -825,20 +825,15 @@ function playerFinishedSkinSelection(client, allowedSkinIndex) {
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if(allowedSkinIndex == -1) {
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return false;
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} else {
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if(isPlayerCreatingCharacter(client)) {
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getPlayerData(client).creatingCharacterSkin = allowedSkinIndex;
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showPlayerNewCharacterGUI(client);
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} else {
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getPlayerCurrentSubAccount(client).skin = getGameData().allowedSkins[getServerGame()][allowedSkinIndex][0];
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if(isPlayerWorking(client)) {
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messagePlayerAlert(client, "Your new skin has been saved but won't be shown until you stop working.");
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setPlayerSkin(client, getJobData(getPlayerCurrentSubAccount(client).job).uniforms[getPlayerData(client).jobUniform].skinId);
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}
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deleteItem(getPlayerData(client).itemActionItem);
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restorePlayerCamera(client);
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cachePlayerHotBarItems(client);
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meActionToNearbyPlayers(client, `changes their skin to ${getGameData().allowedSkins[getServerGame()][allowedSkinIndex][1]}`);
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getPlayerCurrentSubAccount(client).skin = allowedSkins[getServerGame()][allowedSkinIndex][0];
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if(isPlayerWorking(client)) {
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messagePlayerAlert(client, "Your new skin has been saved but won't be shown until you stop working.");
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setPlayerSkin(client, getJobData(getPlayerCurrentSubAccount(client).job).uniforms[getPlayerData(client).jobUniform].skinId);
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}
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deleteItem(getPlayerData(client).itemActionItem);
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restorePlayerCamera(client);
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cachePlayerHotBarItems(client);
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meActionToNearbyPlayers(client, `changes their skin to ${allowedSkins[getServerGame()][allowedSkinIndex][1]}`);
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}
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triggerNetworkEvent("ag.skinSelect", client, false);
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}
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@@ -849,10 +844,4 @@ function sendPlayerChatScrollLines(client, amount) {
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triggerNetworkEvent("ag.chatScrollLines", client, amount);
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}
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// ===========================================================================
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function sendPlayerAllowedSkins(client) {
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triggerNetworkEvent("ag.allowedSkins", client, getGameData().allowedSkins[getServerGame()]);
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}
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// ===========================================================================
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