client: fix behavior of walking where there are no tiles
This only happens with a plugin force setting checkClick. This would cause the client to possibly incorrectly send a walk packet next tick if viewportWalking was set, since nothing ever clears it.
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@@ -409,23 +409,6 @@ public interface Client extends GameEngine
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*/
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int getMouseCurrentButton();
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/**
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* Schedules checking of current region tile for next frame, so ${@link Client#getSelectedSceneTile()} ()} will
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* return actual value.
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*
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* @param checkClick when true next frame selected region tile will be updated
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*/
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void setCheckClick(boolean checkClick);
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/**
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* Sets current mouse hover position. This value is automatically updated only when right-clicking in game.
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* Setting this value together with ${@link Client#setCheckClick(boolean)} will update ${@link Client#getSelectedSceneTile()} ()}
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* for next frame.
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*
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* @param position current mouse hover position
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*/
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void setMouseCanvasHoverPosition(Point position);
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/**
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* Gets the currently selected tile (ie. last right clicked tile).
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*
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