2013-07-29 07:13:03 -04:00
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// HopperEntity.cpp
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// Implements the cHopperEntity representing a hopper block entity
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#include "Globals.h"
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#include "HopperEntity.h"
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#include "../Chunk.h"
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#include "../Player.h"
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#include "ChestEntity.h"
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#include "DropSpenserEntity.h"
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#include "FurnaceEntity.h"
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cHopperEntity::cHopperEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
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super(E_BLOCK_HOPPER, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, NULL),
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m_LastMoveItemsInTick(0),
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m_LastMoveItemsOutTick(0)
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{
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}
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cHopperEntity::cHopperEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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super(E_BLOCK_HOPPER, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
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m_LastMoveItemsInTick(0),
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m_LastMoveItemsOutTick(0)
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{
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}
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/** Returns the block coords of the block receiving the output items, based on the meta
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Returns false if unattached
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*/
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bool cHopperEntity::GetOutputBlockPos(NIBBLETYPE a_BlockMeta, int & a_OutputX, int & a_OutputY, int & a_OutputZ)
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{
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a_OutputX = m_PosX;
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a_OutputY = m_PosY;
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a_OutputZ = m_PosZ;
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switch (a_BlockMeta)
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{
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case E_META_HOPPER_FACING_XM: a_OutputX--; return true;
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case E_META_HOPPER_FACING_XP: a_OutputX++; return true;
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case E_META_HOPPER_FACING_YM: a_OutputY--; return true;
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case E_META_HOPPER_FACING_ZM: a_OutputZ--; return true;
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case E_META_HOPPER_FACING_ZP: a_OutputZ++; return true;
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default:
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{
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// Not attached
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return false;
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}
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}
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}
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bool cHopperEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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Int64 CurrentTick = a_Chunk.GetWorld()->GetWorldAge();
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bool res = false;
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res = MoveItemsIn (a_Chunk, CurrentTick) || res;
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res = MovePickupsIn(a_Chunk, CurrentTick) || res;
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res = MoveItemsOut (a_Chunk, CurrentTick) || res;
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return res;
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}
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void cHopperEntity::SaveToJson(Json::Value & a_Value)
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{
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// TODO
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LOGWARNING("%s: Not implemented yet", __FUNCTION__);
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}
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void cHopperEntity::SendTo(cClientHandle & a_Client)
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{
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// The hopper entity doesn't need anything sent to the client when it's created / gets in the viewdistance
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// All the actual handling is in the cWindow UI code that gets called when the hopper is rclked
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UNUSED(a_Client);
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}
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void cHopperEntity::UsedBy(cPlayer * a_Player)
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{
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// If the window is not created, open it anew:
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cWindow * Window = GetWindow();
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if (Window == NULL)
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{
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OpenNewWindow();
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Window = GetWindow();
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}
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// Open the window for the player:
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if (Window != NULL)
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{
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if (a_Player->GetWindow() != Window)
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{
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a_Player->OpenWindow(Window);
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}
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}
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// This is rather a hack
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// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
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// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
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// The few false positives aren't much to worry about
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(m_PosX, m_PosY, m_PosZ, ChunkX, ChunkZ);
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m_World->MarkChunkDirty(ChunkX, ChunkZ);
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}
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/// Opens a new window UI for this hopper
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void cHopperEntity::OpenNewWindow(void)
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{
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OpenWindow(new cHopperWindow(m_PosX, m_PosY, m_PosZ, this));
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}
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/// Moves items from the container above it into this hopper. Returns true if the contents have changed.
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bool cHopperEntity::MoveItemsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
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{
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if (m_PosY >= cChunkDef::Height)
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{
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// This hopper is at the top of the world, no more blocks above
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return false;
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}
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if (a_CurrentTick - m_LastMoveItemsInTick < TICKS_PER_TRANSFER)
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{
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// Too early after the previous transfer
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return false;
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}
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// Try moving an item in:
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bool res = false;
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switch (a_Chunk.GetBlock(m_RelX, m_PosY + 1, m_RelZ))
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{
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case E_BLOCK_CHEST: res = MoveItemsFromChest(a_Chunk); break;
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case E_BLOCK_FURNACE: res = MoveItemsFromFurnace(a_Chunk); break;
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER: res = MoveItemsFromGrid(((cDropSpenserEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()); break;
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case E_BLOCK_HOPPER: res = MoveItemsFromGrid(((cHopperEntity *) a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()); break;
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case E_BLOCK_LIT_FURNACE: res = MoveItemsFromFurnace(a_Chunk); break;
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}
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// If the item has been moved, reset the last tick:
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if (res)
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{
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m_LastMoveItemsInTick = a_CurrentTick;
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}
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return res;
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}
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/// Moves pickups from above this hopper into it. Returns true if the contents have changed.
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bool cHopperEntity::MovePickupsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
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{
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// TODO
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return false;
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}
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/// Moves items out from this hopper into the destination. Returns true if the contents have changed.
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bool cHopperEntity::MoveItemsOut(cChunk & a_Chunk, Int64 a_CurrentTick)
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{
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if (a_CurrentTick - m_LastMoveItemsOutTick < TICKS_PER_TRANSFER)
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{
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// Too early after the previous transfer
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return false;
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}
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int bx, by, bz;
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NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
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if (!GetOutputBlockPos(Meta, bx, by, bz))
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{
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// Not attached to another container
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return false;
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}
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if (by < 0)
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{
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// Cannot output below the zero-th block level
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return false;
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}
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// Convert coords to relative:
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int rx = bx - a_Chunk.GetPosX() * cChunkDef::Width;
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int rz = bz - a_Chunk.GetPosZ() * cChunkDef::Width;
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cChunk * DestChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(rx, rz);
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if (DestChunk == NULL)
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{
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// The destination chunk has been unloaded, don't tick
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return false;
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}
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// Call proper moving function, based on the blocktype present at the coords:
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bool res = false;
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switch (DestChunk->GetBlock(rx, by, rz))
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{
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case E_BLOCK_CHEST: res = MoveItemsToChest(*DestChunk, bx, by, bz); break;
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case E_BLOCK_FURNACE: res = MoveItemsToFurnace(*DestChunk, bx, by, bz, Meta); break;
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER: res = MoveItemsToGrid(((cDropSpenserEntity *)DestChunk->GetBlockEntity(bx, by, bz))->GetContents()); break;
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case E_BLOCK_HOPPER: res = MoveItemsToGrid(((cHopperEntity *) DestChunk->GetBlockEntity(bx, by, bz))->GetContents()); break;
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case E_BLOCK_LIT_FURNACE: res = MoveItemsToFurnace(*DestChunk, bx, by, bz, Meta); break;
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}
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// If the item has been moved, reset the last tick:
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if (res)
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{
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m_LastMoveItemsOutTick = a_CurrentTick;
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}
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return res;
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}
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/// Moves items from a chest (dblchest) above the hopper into this hopper. Returns true if contents have changed.
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bool cHopperEntity::MoveItemsFromChest(cChunk & a_Chunk)
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{
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if (MoveItemsFromGrid(((cChestEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()))
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{
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// Moved the item from the chest directly above the hopper
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return true;
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}
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// Check if the chest is a double-chest, if so, try to move from there:
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static const struct
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{
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int x, z;
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}
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Coords [] =
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{
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{1, 0},
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{-1, 0},
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{0, 1},
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{0, -1},
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} ;
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for (int i = 0; i < ARRAYCOUNT(Coords); i++)
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{
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int x = m_RelX + Coords[i].x;
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int z = m_RelZ + Coords[i].z;
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cChunk * Neighbor = a_Chunk.GetRelNeighborChunkAdjustCoords(x, z);
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if (
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(Neighbor == NULL) ||
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(Neighbor->GetBlock(x, m_PosY + 1, z) != E_BLOCK_CHEST)
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)
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{
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continue;
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}
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if (MoveItemsFromGrid(((cChestEntity *)Neighbor->GetBlockEntity(x, m_PosY, z))->GetContents()))
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{
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return true;
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}
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return false;
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}
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// The chest was single and nothing could be moved
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return false;
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}
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/// Moves items from a furnace above the hopper into this hopper. Returns true if contents have changed.
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bool cHopperEntity::MoveItemsFromFurnace(cChunk & a_Chunk)
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{
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cFurnaceEntity * Furnace = (cFurnaceEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ);
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ASSERT(Furnace != NULL);
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// Try move from the output slot:
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if (MoveItemsFromSlot(Furnace->GetOutputSlot(), true))
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{
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cItem NewOutput(Furnace->GetOutputSlot());
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Furnace->SetOutputSlot(NewOutput.AddCount(-1));
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return true;
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}
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// No output moved, check if we can move an empty bucket out of the fuel slot:
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if (Furnace->GetFuelSlot().m_ItemType == E_ITEM_BUCKET)
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{
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if (MoveItemsFromSlot(Furnace->GetFuelSlot(), true))
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{
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Furnace->SetFuelSlot(cItem());
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return true;
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}
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}
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// Nothing can be moved
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return false;
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}
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/// Moves items from the specified ItemGrid into this hopper. Returns true if contents have changed.
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bool cHopperEntity::MoveItemsFromGrid(cItemGrid & a_Grid)
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{
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int NumSlots = a_Grid.GetNumSlots();
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// First try adding items of types already in the hopper:
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for (int i = 0; i < NumSlots; i++)
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{
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if (a_Grid.IsSlotEmpty(i))
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{
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continue;
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}
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if (MoveItemsFromSlot(a_Grid.GetSlot(i), false))
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{
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a_Grid.ChangeSlotCount(i, -1);
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return true;
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}
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}
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// No already existing stack can be topped up, try again with allowing new stacks:
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for (int i = 0; i < NumSlots; i++)
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{
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if (a_Grid.IsSlotEmpty(i))
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{
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continue;
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}
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if (MoveItemsFromSlot(a_Grid.GetSlot(i), true))
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{
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a_Grid.ChangeSlotCount(i, -1);
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return true;
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}
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}
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return false;
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}
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/// Moves one of the specified itemstack into this hopper. Returns true if contents have changed. Doesn't change the itemstack.
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bool cHopperEntity::MoveItemsFromSlot(const cItem & a_ItemStack, bool a_AllowNewStacks)
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{
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cItem One(a_ItemStack.CopyOne());
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if (m_Contents.AddItem(One, a_AllowNewStacks) > 0)
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{
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return true;
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}
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return false;
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}
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/// Moves items to the chest at the specified coords. Returns true if contents have changed
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bool cHopperEntity::MoveItemsToChest(cChunk & a_Chunk, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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// Try the chest directly connected to the hopper:
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|
|
if (MoveItemsToGrid(((cChestEntity *)a_Chunk.GetBlockEntity(a_BlockX, a_BlockY, a_BlockZ))->GetContents()))
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check if the chest is a double-chest, if so, try to move into the other half:
|
|
|
|
static const struct
|
|
|
|
{
|
|
|
|
int x, z;
|
|
|
|
}
|
|
|
|
Coords [] =
|
|
|
|
{
|
|
|
|
{1, 0},
|
|
|
|
{-1, 0},
|
|
|
|
{0, 1},
|
|
|
|
{0, -1},
|
|
|
|
} ;
|
|
|
|
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
|
|
|
|
{
|
|
|
|
int x = m_RelX + Coords[i].x;
|
|
|
|
int z = m_RelZ + Coords[i].z;
|
|
|
|
cChunk * Neighbor = a_Chunk.GetRelNeighborChunkAdjustCoords(x, z);
|
|
|
|
if (
|
|
|
|
(Neighbor == NULL) ||
|
|
|
|
(Neighbor->GetBlock(x, m_PosY + 1, z) != E_BLOCK_CHEST)
|
|
|
|
)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (MoveItemsToGrid(((cChestEntity *)Neighbor->GetBlockEntity(a_BlockX, a_BlockY, a_BlockZ))->GetContents()))
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// The chest was single and nothing could be moved
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Moves items to the furnace at the specified coords. Returns true if contents have changed
|
|
|
|
bool cHopperEntity::MoveItemsToFurnace(cChunk & a_Chunk, int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_HopperMeta)
|
|
|
|
{
|
|
|
|
cFurnaceEntity * Furnace = (cFurnaceEntity *)a_Chunk.GetBlockEntity(a_BlockX, a_BlockY, a_BlockZ);
|
|
|
|
if (a_HopperMeta == E_META_HOPPER_FACING_YM)
|
|
|
|
{
|
|
|
|
// Feed the input slot of the furnace
|
|
|
|
return MoveItemsToSlot(Furnace->GetContents(), cFurnaceEntity::fsInput);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Feed the fuel slot of the furnace
|
|
|
|
return MoveItemsToSlot(Furnace->GetContents(), cFurnaceEntity::fsFuel);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Moves items to the specified ItemGrid. Returns true if contents have changed
|
|
|
|
bool cHopperEntity::MoveItemsToGrid(cItemGrid & a_ItemGrid)
|
|
|
|
{
|
|
|
|
// Iterate through our slots, try to move from each one:
|
|
|
|
for (int i = 0; i < ContentsWidth * ContentsHeight; i++)
|
|
|
|
{
|
|
|
|
const cItem & SrcItem = m_Contents.GetSlot(i);
|
|
|
|
if (SrcItem.IsEmpty())
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
cItem ToAdd = SrcItem.CopyOne();
|
|
|
|
if (a_ItemGrid.AddItem(ToAdd) > 0)
|
|
|
|
{
|
|
|
|
m_Contents.ChangeSlotCount(i, -1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Moves one piece to the specified ItemGrid's slot. Returns true if contents have changed.
|
|
|
|
bool cHopperEntity::MoveItemsToSlot(cItemGrid & a_ItemGrid, int a_DestSlotNum)
|
|
|
|
{
|
|
|
|
if (a_ItemGrid.IsSlotEmpty(a_DestSlotNum))
|
|
|
|
{
|
|
|
|
// The slot is empty, move the first non-empty slot from our contents:
|
|
|
|
for (int i = 0; i < ContentsWidth * ContentsHeight; i++)
|
|
|
|
{
|
|
|
|
if (!m_Contents.IsSlotEmpty(i))
|
|
|
|
{
|
|
|
|
a_ItemGrid.SetSlot(a_DestSlotNum, m_Contents.GetSlot(i).CopyOne());
|
|
|
|
m_Contents.ChangeSlotCount(i, -1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// The slot is taken, try to top it up:
|
|
|
|
const cItem & DestSlot = a_ItemGrid.GetSlot(a_DestSlotNum);
|
|
|
|
if (DestSlot.IsFullStack())
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
for (int i = 0; i < ContentsWidth * ContentsHeight; i++)
|
|
|
|
{
|
|
|
|
if (m_Contents.GetSlot(i).IsStackableWith(DestSlot))
|
|
|
|
{
|
|
|
|
a_ItemGrid.ChangeSlotCount(a_DestSlotNum, 1);
|
|
|
|
m_Contents.ChangeSlotCount(i, -1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|