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8 changes: 8 additions & 0 deletions Minecraft.Client/ItemInHandRenderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -930,6 +930,14 @@ void ItemInHandRenderer::tick()

}

void ItemInHandRenderer::reset()
{
selectedItem = nullptr;
lastSlot = -1;
height = 0.0f;
oHeight = 0.0f;
}

void ItemInHandRenderer::itemPlaced()
{
height = 0;
Expand Down
1 change: 1 addition & 0 deletions Minecraft.Client/ItemInHandRenderer.h
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,7 @@ class ItemInHandRenderer
int lastSlot;
public:
void tick();
void reset();
void itemPlaced();
void itemUsed();
};
13 changes: 13 additions & 0 deletions Minecraft.Client/Minecraft.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@
#include "User.h"
#include "Textures.h"
#include "GameRenderer.h"
#include "ItemInHandRenderer.h"
#include "HumanoidModel.h"
#include "Options.h"
#include "TexturePackRepository.h"
Expand Down Expand Up @@ -216,6 +217,7 @@ Minecraft::Minecraft(Component *mouseComponent, Canvas *parent, MinecraftApplet
m_pendingLocalConnections[i] = NULL;
m_connectionFailed[i] = false;
localgameModes[i]=NULL;
localitemInHandRenderers[i] = NULL;
}

animateTickLevel = NULL; // 4J added
Expand Down Expand Up @@ -4226,6 +4228,17 @@ void Minecraft::setLevel(MultiPlayerLevel *level, int message /*=-1*/, shared_pt
// 4J - stop update thread from processing this level, which blocks until it is safe to move on - will be re-enabled if we set the level to be non-NULL
gameRenderer->DisableUpdateThread();

if (level == NULL || player == NULL)
{
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if (localitemInHandRenderers[i] != NULL)
{
localitemInHandRenderers[i]->reset();
}
}
}

for(unsigned int i = 0; i < levels.length; ++i)
{
// 4J We only need to save out in multiplayer is we are setting the level to NULL
Expand Down