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cuberite-2a/src/UI/DropSpenserWindow.cpp

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// DropSpenserWindow.cpp
// Representing the UI window for the dropper / dispenser block
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#include "Globals.h"
#include "DropSpenserWindow.h"
#include "SlotArea.h"
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cDropSpenserWindow::cDropSpenserWindow(cDropSpenserEntity * a_DropSpenser):
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Super(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper")
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{
m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
void cDropSpenserWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// DropSpenser Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
else
{
// Inventory or Hotbar
AreasInOrder.push_back(m_SlotAreas[0]); /* DropSpenser */
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Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
}