Implemented Ctrl-Q drop stack
Also fixed an issue with TossItems not respecting count.
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4974bf2832
commit
3c31f2d8d8
@ -629,6 +629,17 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, ch
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return;
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}
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case DIG_STATUS_DROP_STACK:
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{
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if (PlgMgr->CallHookPlayerTossingItem(*m_Player))
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{
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// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
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return;
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}
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m_Player->TossItem(false, 64); // Toss entire slot - if there aren't enough items, the maximum will be ejected
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return;
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}
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default:
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{
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ASSERT(!"Unhandled DIG_STATUS");
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@ -85,6 +85,7 @@ enum
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DIG_STATUS_STARTED = 0,
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DIG_STATUS_CANCELLED = 1,
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DIG_STATUS_FINISHED = 2,
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DIG_STATUS_DROP_STACK= 3,
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DIG_STATUS_DROP_HELD = 4,
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DIG_STATUS_SHOOT_EAT = 5,
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} ;
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@ -1382,11 +1382,16 @@ void cPlayer::TossItem(
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cItem DroppedItem(GetInventory().GetEquippedItem());
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if (!DroppedItem.IsEmpty())
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{
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if (GetInventory().RemoveOneEquippedItem())
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char NewAmount = a_Amount;
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if (NewAmount > GetInventory().GetEquippedItem().m_ItemCount)
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{
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DroppedItem.m_ItemCount = 1; // RemoveItem decreases the count, so set it to 1 again
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Drops.push_back(DroppedItem);
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NewAmount = GetInventory().GetEquippedItem().m_ItemCount; // Drop only what's there
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}
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GetInventory().GetHotbarGrid().ChangeSlotCount(GetInventory().GetEquippedSlotNum() /* Returns hotbar subslot, which HotbarGrid takes */, -a_Amount);
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DroppedItem.m_ItemCount = NewAmount;
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Drops.push_back(DroppedItem);
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}
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}
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}
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