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Support swap item between main hand and offhand by press key "F" (#4241)

Hi,

I found cuberite don't support to press key "F" to swap items on main hand and offhand, so I implemented this feature.

Best regards
Changyong
This commit is contained in:
changyong guo 2018-06-24 17:24:10 +08:00 committed by peterbell10
parent 24603a7640
commit 2d3013d1d3
5 changed files with 25 additions and 1 deletions

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@ -13,6 +13,7 @@ beeduck
bibo38
birkett (Anthony Birkett)
Bond_009
changyongGuo
Cocosushi6
derouinw
Diusrex

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@ -3317,6 +3317,16 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
},
Notes = "Returns the weapon that the entity has equipped. Returns an empty cItem if no weapon equipped or not applicable.",
},
GetOffHandEquipedItem =
{
Returns =
{
{
Type = "cItem",
},
},
Notes = "Returns the item that the entity has equipped on off-hand. Returns an empty cItem if no item equipped or not applicable.",
},
GetGravity =
{
Returns =

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@ -1188,7 +1188,14 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eB
case DIG_STATUS_SWAP_ITEM_IN_HAND:
{
// TODO: Not yet implemented
cItem EquippedItem = m_Player->GetEquippedItem();
cItem OffhandItem = m_Player->GetOffHandEquipedItem();
cInventory & Intentory = m_Player->GetInventory();
Intentory.SetShieldSlot(EquippedItem);
Intentory.SetHotbarSlot(Intentory.GetEquippedSlotNum(), OffhandItem);
return;
}

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@ -351,6 +351,9 @@ public:
/** Returns the currently equipped boots; empty item if none */
virtual cItem GetEquippedBoots(void) const { return cItem(); }
/** Returns the currently offhand equipped item; empty item if none */
virtual cItem GetOffHandEquipedItem(void) const { return cItem(); }
/** Applies damage to the armor after the armor blocked the given amount */
virtual void ApplyArmorDamage(int DamageBlocked);

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@ -71,6 +71,9 @@ public:
/** Returns the currently equipped boots; empty item if none */
virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
/** Returns the currently offhand equipped item; empty item if none */
virtual cItem GetOffHandEquipedItem(void) const override { return m_Inventory.GetShieldSlot(); }
virtual void ApplyArmorDamage(int DamageBlocked) override;
// tolua_begin