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When changing equip display flags, store that for new spawns

See #50
This commit is contained in:
Joshua Goins 2025-06-28 11:12:37 -04:00
parent 9a3652fb42
commit 99a165e405

View file

@ -594,6 +594,25 @@ pub async fn server_main_loop(mut recv: Receiver<ToServer>) -> Result<(), std::i
}
}
ToServer::Config(_from_id, from_actor_id, config) => {
// update their stored state so it's correctly sent on new spawns
{
let mut data = data.lock().unwrap();
let Some(instance) = data.find_actor_instance_mut(from_actor_id) else {
break;
};
let Some(actor) = instance.find_actor_mut(ObjectId(from_actor_id)) else {
break;
};
let NetworkedActor::Player(player) = actor else {
break;
};
player.common.display_flags = config.display_flag;
}
let mut data = data.lock().unwrap();
for (id, (handle, _)) in &mut data.clients {
let id = *id;