HandleEnchantItem: use a lambda (#4944)
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@ -792,11 +792,8 @@ void cClientHandle::HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment)
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return;
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return;
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}
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}
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// Creative players can always enchant:
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const auto SetEnchantAndBroadcast = [this, &Item, Window]
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if (m_Player->IsGameModeCreative())
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{
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{
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Broadcast:
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// Set the item slot to our new enchanted item:
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// Set the item slot to our new enchanted item:
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Window->m_SlotArea->SetSlot(0, *m_Player, Item);
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Window->m_SlotArea->SetSlot(0, *m_Player, Item);
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Window->BroadcastWholeWindow();
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Window->BroadcastWholeWindow();
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@ -805,6 +802,12 @@ void cClientHandle::HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment)
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Window->SetProperty(0, 0, *m_Player);
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Window->SetProperty(0, 0, *m_Player);
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Window->SetProperty(1, 0, *m_Player);
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Window->SetProperty(1, 0, *m_Player);
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Window->SetProperty(2, 0, *m_Player);
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Window->SetProperty(2, 0, *m_Player);
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};
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// Creative players can always enchant:
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if (m_Player->IsGameModeCreative())
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{
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SetEnchantAndBroadcast();
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return;
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return;
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}
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}
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@ -836,7 +839,7 @@ void cClientHandle::HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment)
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LapisStack.AddCount(-LapisRequired);
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LapisStack.AddCount(-LapisRequired);
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Window->m_SlotArea->SetSlot(1, *m_Player, LapisStack);
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Window->m_SlotArea->SetSlot(1, *m_Player, LapisStack);
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goto Broadcast;
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SetEnchantAndBroadcast();
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}
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}
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}
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}
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