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Levelling up added to /nano
- Using /nano levels up Player, a player cannot level down.
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@ -141,6 +141,21 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
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// Update player
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// Update player
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plr->Nanos[nanoId] = resp.Nano;
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plr->Nanos[nanoId] = resp.Nano;
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// After a nano gets added, setting the level seems to be important so we are doing that
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if (nanoId < plr->level)
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nanoId = plr->level;
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// Even if player level is unchanged, this packet still needs to be sent as using /nano always sets the player to 0
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INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_LEVEL, resp2);
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resp2.iPC_ID = plr->iID;
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resp2.iPC_Level = nanoId;
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sock->sendPacket((void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
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for (CNSocket* s : PlayerManager::players[sock].viewable)
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s->sendPacket((void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
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plr->level = nanoId;
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}
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}
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void NanoManager::summonNano(CNSocket *sock, int slot) {
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void NanoManager::summonNano(CNSocket *sock, int slot) {
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