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Fix a bug with HatRacks parsing

This commit is contained in:
Steffo 2020-06-03 15:06:16 +02:00
parent 3f000edabd
commit 5600877e45
Signed by: steffo
GPG key ID: 896A80F55F7C97F0

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@ -743,21 +743,23 @@ class World:
elif te_type == 3:
item_flags = f.bits()
dye_flags = f.bits()
mannequin_items = [None for _ in range(len(item_flags))]
mannequin_dyes = [None for _ in range(len(dye_flags))]
for slot in range(len(item_flags)):
if item_flags[slot]:
slot_item_id = ItemType(f.int2())
slot_item_modifier = f.int1()
slot_item_stack = f.int2()
mannequin_items[slot] = ItemStack(slot_item_id, slot_item_modifier, slot_item_stack)
for slot in range(len(mannequin_dyes)):
if dye_flags[slot]:
slot_item_id = ItemType(f.int2())
slot_item_modifier = f.int1()
slot_item_stack = f.int2()
mannequin_dyes[slot] = ItemStack(slot_item_id, slot_item_modifier, slot_item_stack)
te_extra = ClothingDisplay(item_flags, dye_flags, mannequin_items, mannequin_dyes, "mannequin")
mannequin_items: typing.List[typing.Optional[ItemStack]] = [None for _ in range(len(item_flags))]
mannequin_dyes: typing.List[typing.Optional[ItemStack]] = [None for _ in range(len(dye_flags))]
for index, flag in enumerate(item_flags):
if not flag:
continue
slot_item_id = ItemType(f.int2())
slot_item_modifier = f.int1()
slot_item_stack = f.int2()
mannequin_items[index] = ItemStack(slot_item_id, slot_item_modifier, slot_item_stack)
for index, flag in enumerate(dye_flags):
if not flag:
continue
slot_item_id = ItemType(f.int2())
slot_item_modifier = f.int1()
slot_item_stack = f.int2()
mannequin_dyes[index] = ItemStack(slot_item_id, slot_item_modifier, slot_item_stack)
te_extra = Mannequin(mannequin_items, mannequin_dyes)
# Weapon Rack
elif te_type == 4:
rack_item = ItemStack(ItemType(f.int2()), f.int1(), f.int2())
@ -767,21 +769,23 @@ class World:
# This isn't 100% tested, but the first two flags should be items, and the second two should be dyes.
item_flags = f.bits()
# Maximum of two items slots and two dye slots.
rack_items = [None for _ in range(2)]
rack_dyes = [None for _ in range(2)]
for slot in range(2):
if item_flags[slot]:
slot_item_id = ItemType(f.int2())
slot_item_modifier = f.int1()
slot_item_stack = f.int2()
rack_items[slot] = ItemStack(slot_item_id, slot_item_modifier, slot_item_stack)
for slot in range(2):
if item_flags[slot + 2]:
slot_item_id = ItemType(f.int2())
slot_item_modifier = f.int1()
slot_item_stack = f.int2()
rack_dyes[slot] = ItemStack(slot_item_id, slot_item_modifier, slot_item_stack)
te_extra = ClothingDisplay(item_flags, dye_flags, mannequin_items, mannequin_dyes, "hat_rack")
rack_items: typing.List[typing.Optional[ItemStack]] = [None for _ in range(2)]
rack_dyes: typing.List[typing.Optional[ItemStack]] = [None for _ in range(2)]
for index, flag in enumerate(item_flags[0:2]):
if not flag:
continue
slot_item_id = ItemType(f.int2())
slot_item_modifier = f.int1()
slot_item_stack = f.int2()
rack_items[index] = ItemStack(slot_item_id, slot_item_modifier, slot_item_stack)
for index, flag in enumerate(item_flags[2:4]):
if not flag:
continue
slot_item_id = ItemType(f.int2())
slot_item_modifier = f.int1()
slot_item_stack = f.int2()
rack_dyes[index] = ItemStack(slot_item_id, slot_item_modifier, slot_item_stack)
te_extra = HatRack(rack_items, rack_dyes)
# Food Plate
elif te_type == 6:
plate_item = ItemStack(ItemType(f.int2()), f.int1(), f.int2())