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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-08-19 00:56:22 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-08-19 00:56:22 +0200
commit67af89b5fe14d2d0431cefb9b714f72873a74e16 (patch)
treeb1a5ff99d3db37809bfeb5804f3469406133a4c7 /src/common
parent10fd0338203a46cec913859fd5e38b61fa24a30f (diff)
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Used the client base to make a final bugfix on the server code.
Made the server handle only one slot type requirement since it's irrelevant to have more anyway. Plus, it simplifies the code for both equipping/unequipping. I also added a dagger to show how equipping/unequipping is working.
Diffstat (limited to 'src/common')
-rw-r--r--src/common/inventorydata.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/common/inventorydata.h b/src/common/inventorydata.h
index e1c5bfa..490abff 100644
--- a/src/common/inventorydata.h
+++ b/src/common/inventorydata.h
@@ -65,7 +65,7 @@ struct EquipmentItem
// inventory slot id -> { item }
typedef std::map< unsigned int, InventoryItem > InventoryData;
-// equip slot id -> { item id }
+// equip slot id -> { item id, item instance }
// Equipment taking up multiple equip slot ids will be referenced multiple times
typedef std::multimap< unsigned int, EquipmentItem > EquipData;