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Added partial shift+click handling to the survival inventory

git-svn-id: http://mc-server.googlecode.com/svn/trunk@730 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-08-11 19:54:57 +00:00
parent 9e3aadb7d0
commit 18b04ab93f
8 changed files with 372 additions and 56 deletions

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@ -14,6 +14,8 @@
#include "packets/cPacket_WholeInventory.h" #include "packets/cPacket_WholeInventory.h"
#include "packets/cPacket_InventorySlot.h" #include "packets/cPacket_InventorySlot.h"
#include "items/Item.h"
@ -46,10 +48,11 @@ cInventory::cInventory(cPlayer* a_Owner)
m_EquippedItem = new cItem(); m_EquippedItem = new cItem();
m_EquippedSlot = 0; m_EquippedSlot = 0;
if( !GetWindow() ) if (GetWindow() == NULL)
{ {
cWindow* Window = new cWindow( this, false, cWindow::Inventory, 0); cWindow * Window = new cWindow( this, false, cWindow::Inventory, 0);
Window->SetSlots(m_Slots, c_NumSlots); Window->SetSlots(m_Slots, c_NumSlots);
Window->Open(*a_Owner);
OpenWindow(Window); OpenWindow(Window);
} }
} }
@ -180,6 +183,7 @@ cItem * cInventory::GetSlotsForType( int a_Type )
/*
int cInventory::GetSlotCountForType( int a_Type ) int cInventory::GetSlotCountForType( int a_Type )
{ {
switch (a_Type) switch (a_Type)
@ -192,6 +196,7 @@ int cInventory::GetSlotCountForType( int a_Type )
} }
return 0; return 0;
} }
*/
@ -249,10 +254,37 @@ cItem & cInventory::GetEquippedItem()
void cInventory::SendWholeInventory( cClientHandle* a_Client ) void cInventory::SendWholeInventory(cClientHandle * a_Client)
{ {
cPacket_WholeInventory Inventory( this ); cPacket_WholeInventory Inventory(this);
a_Client->Send( Inventory ); a_Client->Send(Inventory);
}
void cInventory::SendWholeInventoryToAll(void)
{
cWindow * Window = GetWindow();
if (Window == NULL)
{
return;
}
class cSender :
public cItemCallback<cClientHandle>
{
cInventory * m_Inventory;
public:
cSender(cInventory * a_Inventory) : m_Inventory(a_Inventory) {}
virtual bool Item(cClientHandle * a_Client) override
{
m_Inventory->SendWholeInventory(a_Client);
return false;
}
} Sender(this);
Window->ForEachClient(Sender);
} }
@ -262,8 +294,12 @@ void cInventory::SendWholeInventory( cClientHandle* a_Client )
void cInventory::SendSlot( int a_SlotNum ) void cInventory::SendSlot( int a_SlotNum )
{ {
cItem* Item = GetSlot( a_SlotNum ); cItem* Item = GetSlot( a_SlotNum );
if( Item ) if (Item != NULL)
{ {
if (Item->IsEmpty())
{
Item->Empty();
}
cPacket_InventorySlot InventorySlot; cPacket_InventorySlot InventorySlot;
InventorySlot.m_ItemCount = Item->m_ItemCount; InventorySlot.m_ItemCount = Item->m_ItemCount;
InventorySlot.m_ItemID = (short) Item->m_ItemID; InventorySlot.m_ItemID = (short) Item->m_ItemID;
@ -278,6 +314,62 @@ void cInventory::SendSlot( int a_SlotNum )
int cInventory::HowManyCanFit(ENUM_ITEM_ID a_ItemType, short a_ItemDamage, int a_BeginSlot, int a_EndSlot)
{
int res = 0;
for (int i = a_BeginSlot; i <= a_EndSlot; i++)
{
if (
m_Slots[i].IsEmpty() ||
((m_Slots[i].m_ItemID == a_ItemType) && (m_Slots[i].m_ItemHealth == a_ItemDamage))
)
{
int MaxCount = ItemHandler(a_ItemType)->GetMaxStackSize();
ASSERT(m_Slots[i].m_ItemCount <= MaxCount);
res += MaxCount - m_Slots[i].m_ItemCount;
}
} // for i - m_Slots[]
return res;
}
int cInventory::MoveItem(ENUM_ITEM_ID a_ItemType, short a_ItemDamage, int a_Count, int a_BeginSlot, int a_EndSlot)
{
int res = 0;
for (int i = a_BeginSlot; i <= a_EndSlot; i++)
{
if (
m_Slots[i].IsEmpty() ||
((m_Slots[i].m_ItemID == a_ItemType) && (m_Slots[i].m_ItemHealth == a_ItemDamage))
)
{
int MaxCount = ItemHandler(a_ItemType)->GetMaxStackSize();
ASSERT(m_Slots[i].m_ItemCount <= MaxCount);
int NumToMove = std::min(a_Count, MaxCount);
m_Slots[i].m_ItemCount += NumToMove;
m_Slots[i].m_ItemHealth = a_ItemDamage;
m_Slots[i].m_ItemID = a_ItemType;
SendSlot(i);
res += NumToMove;
a_Count -= NumToMove;
if (a_Count <= 0)
{
// No more items to distribute
return res;
}
}
} // for i - m_Slots[]
// No more space to distribute to
return res;
}
bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */ ) bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */ )
{ {
// Fill already present stacks // Fill already present stacks

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@ -41,6 +41,7 @@ public:
bool LoadFromJson(Json::Value & a_Value); bool LoadFromJson(Json::Value & a_Value);
void SendWholeInventory( cClientHandle* a_Client ); void SendWholeInventory( cClientHandle* a_Client );
void SendWholeInventoryToAll(void);
cItem* GetSlot( int a_SlotNum ); //tolua_export cItem* GetSlot( int a_SlotNum ); //tolua_export
cItem* GetSlots() { return m_Slots; } cItem* GetSlots() { return m_Slots; }
@ -54,6 +55,12 @@ public:
void SendSlot( int a_SlotNum ); //tolua_export void SendSlot( int a_SlotNum ); //tolua_export
/// Returns how many items of the specified type would fit into the slot range specified
int HowManyCanFit(ENUM_ITEM_ID a_ItemType, short a_ItemDamage, int a_BeginSlot, int a_EndSlot);
/// Moves items, fitting them into the slot range specified, up to a_Count items. Returns the number of items moved
int MoveItem(ENUM_ITEM_ID a_ItemType, short a_ItemDamage, int a_Count, int a_BeginSlot, int a_EndSlot);
static const unsigned int c_NumSlots = 45; static const unsigned int c_NumSlots = 45;
static const unsigned int c_MainSlots = 27; static const unsigned int c_MainSlots = 27;
static const unsigned int c_HotSlots = 9; static const unsigned int c_HotSlots = 9;

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@ -14,36 +14,53 @@
cSurvivalInventory::~cSurvivalInventory()
{
}
cSurvivalInventory::cSurvivalInventory(cPlayer* a_Owner) cSurvivalInventory::cSurvivalInventory(cPlayer* a_Owner)
: cInventory(a_Owner) : cInventory(a_Owner)
{ {
} }
cSurvivalInventory::~cSurvivalInventory()
{
}
void cSurvivalInventory::Clicked( cPacket* a_ClickPacket ) void cSurvivalInventory::Clicked( cPacket* a_ClickPacket )
{ {
cPacket_WindowClick *Packet = reinterpret_cast<cPacket_WindowClick *>(a_ClickPacket); cPacket_WindowClick * Packet = reinterpret_cast<cPacket_WindowClick *>(a_ClickPacket);
if (
Packet->m_IsShiftPressed && // Shift pressed
(GetWindow() != NULL) && // Window is valid
(GetWindow()->GetDraggingItem()->IsEmpty()) // Not dragging anything
)
{
ShiftClicked(Packet);
return;
}
bool bDontCook = false; bool bDontCook = false;
if( GetWindow() ) if (GetWindow())
{ {
// Override for craft result slot // Override for craft result slot
if( Packet->m_SlotNum == (short)c_CraftOffset ) if (Packet->m_SlotNum == (short)c_CraftOffset)
{ {
LOG("In craft slot: %i x %i !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount ); LOGD("In craft slot: %i x %i !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount );
cItem* DraggingItem = GetWindow()->GetDraggingItem(); cItem * DraggingItem = GetWindow()->GetDraggingItem();
if( DraggingItem->IsEmpty() ) if (DraggingItem->IsEmpty())
{ {
*DraggingItem = m_Slots[c_CraftOffset]; *DraggingItem = m_Slots[c_CraftOffset];
m_Slots[c_CraftOffset].Empty(); m_Slots[c_CraftOffset].Empty();
} }
else if( DraggingItem->Equals( m_Slots[c_CraftOffset] ) ) else if (DraggingItem->Equals(m_Slots[c_CraftOffset]))
{ {
if( DraggingItem->m_ItemCount + m_Slots[c_CraftOffset].m_ItemCount <= 64 ) if (DraggingItem->m_ItemCount + m_Slots[c_CraftOffset].m_ItemCount <= 64)
{ {
DraggingItem->m_ItemCount += m_Slots[c_CraftOffset].m_ItemCount; DraggingItem->m_ItemCount += m_Slots[c_CraftOffset].m_ItemCount;
m_Slots[0].Empty(); m_Slots[0].Empty();
@ -57,7 +74,7 @@ void cSurvivalInventory::Clicked( cPacket* a_ClickPacket )
{ {
bDontCook = true; bDontCook = true;
} }
LOG("Dragging Dish %i", DraggingItem->m_ItemCount ); LOGD("Dragging Dish %i", DraggingItem->m_ItemCount );
} }
else else
{ {
@ -66,6 +83,7 @@ void cSurvivalInventory::Clicked( cPacket* a_ClickPacket )
} }
else else
{ {
ASSERT(!"No inventory window! WTF?");
LOG("No Inventory window! WTF"); LOG("No Inventory window! WTF");
} }
@ -91,5 +109,134 @@ void cSurvivalInventory::Clicked( cPacket* a_ClickPacket )
LOGD("%s cooked: %i x %i !!", m_Owner->GetName().c_str(), m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount ); LOGD("%s cooked: %i x %i !!", m_Owner->GetName().c_str(), m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount );
SendWholeInventory( m_Owner->GetClientHandle() ); SendWholeInventory( m_Owner->GetClientHandle() );
} }
SendSlot( 0 ); SendSlot(0);
} }
void cSurvivalInventory::ShiftClicked(cPacket_WindowClick * a_ClickPacket)
{
ASSERT((GetWindow() == NULL) || (GetWindow()->GetDraggingItem()->IsEmpty())); // Cannot handle shift-click if dragging something
short Slot = a_ClickPacket->m_SlotNum;
if (Slot == SLOT_CRAFTING_RESULT)
{
ShiftClickedCraftingResult(Slot);
}
else if ((Slot >= SLOT_CRAFTING_MIN) && (Slot <= SLOT_CRAFTING_MAX))
{
ShiftClickedCraftingGrid(Slot);
}
else if ((Slot >= SLOT_ARMOR_MIN) && (Slot <= SLOT_ARMOR_MAX))
{
ShiftClickedArmor(Slot);
}
else if ((Slot >= SLOT_HOTBAR_MIN) && (Slot <= SLOT_HOTBAR_MAX))
{
ShiftClickedHotbar(Slot);
}
else
{
ShiftClickedInventory(Slot);
}
// Because the client tries to guess our actions, not always right, send the whole inventory:
SendWholeInventoryToAll();
}
void cSurvivalInventory::ShiftClickedCraftingResult(short a_Slot)
{
// TODO
}
void cSurvivalInventory::ShiftClickedCraftingGrid(short a_Slot)
{
// Move the item from the crafting grid into the main inventory:
cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty())
{
return;
}
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
SendSlot(a_Slot);
}
void cSurvivalInventory::ShiftClickedArmor(short a_Slot)
{
// Move the item from the armor slot into the main inventory:
cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty())
{
return;
}
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
SendSlot(a_Slot);
}
void cSurvivalInventory::ShiftClickedHotbar(short a_Slot)
{
// Move the item from the hotbar into the main inventory:
cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty())
{
return;
}
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
SendSlot(a_Slot);
}
void cSurvivalInventory::ShiftClickedInventory(short a_Slot)
{
// Move the item from the main inventory into armor slot if it is armor, or the hotbar otherwise:
cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty())
{
return;
}
if (ItemCategory::IsHelmet(Item->m_ItemID))
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_HELMET, SLOT_ARMOR_HELMET);
}
else if (ItemCategory::IsChestPlate(Item->m_ItemID))
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_CHESTPLATE, SLOT_ARMOR_CHESTPLATE);
}
else if (ItemCategory::IsLeggings(Item->m_ItemID))
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_LEGGINGS, SLOT_ARMOR_LEGGINGS);
}
else if (ItemCategory::IsBoots(Item->m_ItemID))
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_BOOTS, SLOT_ARMOR_BOOTS);
}
else
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
}
SendSlot(a_Slot);
}

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@ -10,11 +10,37 @@
class cSurvivalInventory //tolua_export class cSurvivalInventory //tolua_export
: public cInventory : public cInventory
{ //tolua_export { //tolua_export
enum
{
SLOT_CRAFTING_RESULT = 0,
SLOT_CRAFTING_MIN = 1,
SLOT_CRAFTING_MAX = 4,
SLOT_ARMOR_MIN = 5,
SLOT_ARMOR_HELMET = 5,
SLOT_ARMOR_CHESTPLATE = 6,
SLOT_ARMOR_LEGGINGS = 7,
SLOT_ARMOR_BOOTS = 8,
SLOT_ARMOR_MAX = 8,
SLOT_INVENTORY_MIN = 9,
SLOT_INVENTORY_MAX = 35,
SLOT_HOTBAR_MIN = 36,
SLOT_HOTBAR_MAX = 44,
} ;
void ShiftClickedCraftingResult(short a_Slot);
void ShiftClickedCraftingGrid (short a_Slot);
void ShiftClickedArmor (short a_Slot);
void ShiftClickedHotbar (short a_Slot);
void ShiftClickedInventory (short a_Slot);
public: public:
cSurvivalInventory(cPlayer* a_Owner); cSurvivalInventory(cPlayer* a_Owner);
~cSurvivalInventory(); ~cSurvivalInventory();
virtual void Clicked( cPacket* a_ClickPacket ); virtual void Clicked(cPacket * a_ClickPacket) override;
void ShiftClicked(cPacket_WindowClick * a_ClickPacket);
}; //tolua_export }; //tolua_export

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@ -86,36 +86,42 @@ cItem* cWindow::GetDraggingItem( cPlayer * a_Player /* = 0 */ )
void cWindow::Clicked( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player ) void cWindow::Clicked( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player )
{ {
if( a_ClickPacket->m_WindowID != m_WindowID ) if (a_ClickPacket->m_WindowID != m_WindowID)
{ {
LOG("WRONG WINDOW ID! (exp %d, got %d)", m_WindowID, a_ClickPacket->m_WindowID); LOG("WRONG WINDOW ID! (exp %d, got %d)", m_WindowID, a_ClickPacket->m_WindowID);
return; return;
} }
if( m_bInventoryVisible ) if (m_bInventoryVisible)
{ {
cWindow* Window = a_Player.GetInventory().GetWindow(); cWindow * Window = a_Player.GetInventory().GetWindow();
if( Window ) if (Window != NULL)
{ {
m_DraggingItem = Window->GetDraggingItem(); m_DraggingItem = Window->GetDraggingItem();
} }
} }
bool bAsync = false; bool bAsync = false;
if( a_ClickPacket->m_SlotNum == -999 ) // Outside window click if (a_ClickPacket->m_SlotNum == -999) // Outside window click
{
if (a_ClickPacket->m_RightMouse)
{ {
if( a_ClickPacket->m_RightMouse )
a_Player.TossItem( true ); a_Player.TossItem( true );
}
else else
{
a_Player.TossItem( true, m_DraggingItem->m_ItemCount ); a_Player.TossItem( true, m_DraggingItem->m_ItemCount );
} }
else if( GetSlot( a_ClickPacket->m_SlotNum ) != 0 ) }
else if (GetSlot(a_ClickPacket->m_SlotNum) != NULL)
{ {
cItem* Item = GetSlot( a_ClickPacket->m_SlotNum ); cItem * Item = GetSlot(a_ClickPacket->m_SlotNum);
if( a_ClickPacket->m_ItemID != Item->m_ItemID if (
|| a_ClickPacket->m_ItemCount != Item->m_ItemCount (a_ClickPacket->m_ItemID != Item->m_ItemID) ||
|| a_ClickPacket->m_ItemUses != Item->m_ItemHealth ) (a_ClickPacket->m_ItemCount != Item->m_ItemCount) ||
(a_ClickPacket->m_ItemUses != Item->m_ItemHealth)
)
{ {
if( !((a_ClickPacket->m_ItemID == -1 || a_ClickPacket->m_ItemID == 0) && (Item->m_ItemID == -1 || Item->m_ItemID == 0 )) ) if (!((a_ClickPacket->m_ItemID == -1 || a_ClickPacket->m_ItemID == 0) && (Item->m_ItemID == -1 || Item->m_ItemID == 0 )) )
{ {
LOGD("My ID: %i Their ID: %i", Item->m_ItemID, a_ClickPacket->m_ItemID ); LOGD("My ID: %i Their ID: %i", Item->m_ItemID, a_ClickPacket->m_ItemID );
LOGD("My Count: %i Their Count: %i", Item->m_ItemCount, a_ClickPacket->m_ItemCount ); LOGD("My Count: %i Their Count: %i", Item->m_ItemCount, a_ClickPacket->m_ItemCount );
@ -124,13 +130,13 @@ void cWindow::Clicked( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player )
} }
} }
} }
if( m_DraggingItem && a_ClickPacket->m_SlotNum > -1 && a_ClickPacket->m_SlotNum < m_NumSlots ) if (m_DraggingItem && (a_ClickPacket->m_SlotNum > -1) && (a_ClickPacket->m_SlotNum < m_NumSlots))
{ {
if( a_ClickPacket->m_RightMouse == 0 ) if (a_ClickPacket->m_RightMouse == 0)
{ {
if( !m_DraggingItem->Equals( m_Slots[a_ClickPacket->m_SlotNum] ) ) if (!m_DraggingItem->Equals(m_Slots[a_ClickPacket->m_SlotNum]))
{ {
cItem tmp( *m_DraggingItem ); cItem tmp(*m_DraggingItem);
*m_DraggingItem = m_Slots[a_ClickPacket->m_SlotNum]; *m_DraggingItem = m_Slots[a_ClickPacket->m_SlotNum];
m_Slots[a_ClickPacket->m_SlotNum] = tmp; // Switch contents m_Slots[a_ClickPacket->m_SlotNum] = tmp; // Switch contents
} }
@ -283,6 +289,40 @@ void cWindow::OwnerDestroyed()
bool cWindow::ForEachPlayer(cItemCallback<cPlayer> & a_Callback)
{
cCSLock Lock(m_CS);
for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
{
if (a_Callback.Item(*itr))
{
return false;
}
} // for itr - m_OpenedBy[]
return true;
}
bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
{
cCSLock Lock(m_CS);
for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
{
if (a_Callback.Item((*itr)->GetClientHandle()))
{
return false;
}
} // for itr - m_OpenedBy[]
return true;
}
void cWindow::Destroy() void cWindow::Destroy()
{ {
LOGD("Destroying window %p (type %d)", this, m_WindowType); LOGD("Destroying window %p (type %d)", this, m_WindowType);

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@ -78,7 +78,13 @@ public:
const AString & GetWindowTitle() const { return m_WindowTitle; } const AString & GetWindowTitle() const { return m_WindowTitle; }
void SetWindowTitle( const std::string & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; } void SetWindowTitle( const std::string & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
void OwnerDestroyed(); void OwnerDestroyed(void);
/// Calls the callback safely for each player that has this window open; returns true if all players have been enumerated
bool ForEachPlayer(cItemCallback<cPlayer> & a_Callback);
/// Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated
bool ForEachClient(cItemCallback<cClientHandle> & a_Callback);
private: private:

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@ -16,9 +16,7 @@ int cPacket_WindowClick::Parse(const char * a_Data, int a_Size)
HANDLE_PACKET_READ(ReadShort, m_SlotNum, TotalBytes); HANDLE_PACKET_READ(ReadShort, m_SlotNum, TotalBytes);
HANDLE_PACKET_READ(ReadByte, m_RightMouse, TotalBytes); HANDLE_PACKET_READ(ReadByte, m_RightMouse, TotalBytes);
HANDLE_PACKET_READ(ReadShort, m_NumClicks, TotalBytes); HANDLE_PACKET_READ(ReadShort, m_NumClicks, TotalBytes);
HANDLE_PACKET_READ(ReadBool, m_Bool, TotalBytes); HANDLE_PACKET_READ(ReadBool, m_IsShiftPressed, TotalBytes);
// LOG("WindowClick: WindowID: %i; FromSlot: %i; Right/Le: %i; NumClick: %i", m_Type, m_SlotNum, m_RightMouse, m_NumClicks );
cPacket_ItemData Item; cPacket_ItemData Item;

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@ -15,7 +15,7 @@ public:
, m_SlotNum( 0 ) , m_SlotNum( 0 )
, m_RightMouse( 0 ) , m_RightMouse( 0 )
, m_NumClicks( 0 ) , m_NumClicks( 0 )
, m_Bool( false ) , m_IsShiftPressed( false )
, m_ItemID( 0 ) , m_ItemID( 0 )
, m_ItemCount( 0 ) , m_ItemCount( 0 )
, m_ItemUses( 0 ) , m_ItemUses( 0 )
@ -35,7 +35,7 @@ public:
char m_RightMouse; // 0 = Left 1 = Right mb char m_RightMouse; // 0 = Left 1 = Right mb
short m_NumClicks; // Num clicks short m_NumClicks; // Num clicks
bool m_Bool; // Shift pressed when clicked? bool m_IsShiftPressed; // Shift pressed when clicked?
// Below = item // Below = item
short m_ItemID; // if this is -1 the next stuff dont exist short m_ItemID; // if this is -1 the next stuff dont exist