tile mixin: don't fire itemlayer change events when loading regions

This commit is contained in:
Adam
2018-04-22 21:00:06 -04:00
parent 9f55423a3e
commit 6c6fb3b87e

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@@ -27,6 +27,7 @@ package net.runelite.mixins;
import net.runelite.api.Actor;
import net.runelite.api.DecorativeObject;
import net.runelite.api.GameObject;
import net.runelite.api.GameState;
import net.runelite.api.GroundObject;
import net.runelite.api.Point;
import net.runelite.api.WallObject;
@@ -38,10 +39,10 @@ import net.runelite.api.events.DecorativeObjectSpawned;
import net.runelite.api.events.GameObjectChanged;
import net.runelite.api.events.GameObjectDespawned;
import net.runelite.api.events.GameObjectSpawned;
import net.runelite.api.events.ItemLayerChanged;
import net.runelite.api.events.GroundObjectChanged;
import net.runelite.api.events.GroundObjectDespawned;
import net.runelite.api.events.GroundObjectSpawned;
import net.runelite.api.events.ItemLayerChanged;
import net.runelite.api.events.WallObjectChanged;
import net.runelite.api.events.WallObjectDespawned;
import net.runelite.api.events.WallObjectSpawned;
@@ -262,6 +263,12 @@ public abstract class RSTileMixin implements RSTile
@Inject
public void itemLayerChanged(int idx)
{
if (client.getGameState() != GameState.LOGGED_IN)
{
// during region loading this gets set to null 104x104 times
return;
}
ItemLayerChanged itemLayerChanged = new ItemLayerChanged(this);
eventBus.post(itemLayerChanged);
}