feat(client): load map in ClientInitializeGame

This commit is contained in:
fallenoak 2026-01-06 22:23:01 -06:00
parent 8d5310c779
commit f6b717927b
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@ -94,10 +94,14 @@ void ClientInitializeGame(uint32_t mapId, C3Vector position) {
ClientServices::SetMessageHandler(SMSG_TRANSFER_PENDING, TransferPendingHandler, nullptr); ClientServices::SetMessageHandler(SMSG_TRANSFER_PENDING, TransferPendingHandler, nullptr);
ClientServices::SetMessageHandler(SMSG_TRANSFER_ABORTED, TransferAbortedHandler, nullptr); ClientServices::SetMessageHandler(SMSG_TRANSFER_ABORTED, TransferAbortedHandler, nullptr);
ClientServices::SetMessageHandler(SMSG_LOGIN_VERIFY_WORLD, LoginVerifyWorldHandler, nullptr); ClientServices::SetMessageHandler(SMSG_LOGIN_VERIFY_WORLD, LoginVerifyWorldHandler, nullptr);
ClientServices::SetMessageHandler(SMSG_KICK_REASON, CGlueMgr::OnKickReasonMsg, nullptr); ClientServices::SetMessageHandler(SMSG_KICK_REASON, CGlueMgr::OnKickReasonMsg, nullptr);
// TODO // TODO
auto mapRec = g_mapDB.GetRecord(mapId);
CWorld::LoadMap(mapRec->m_directory, position, mapId);
// TODO
} }
void ClientRegisterConsoleCommands() { void ClientRegisterConsoleCommands() {