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Fixed the armor slot in creative mode. Also removed that armor get directly to the armor slot. It is extremely buggy and unnecessary.

This commit is contained in:
Howaner 2014-07-18 01:16:49 +02:00
parent 9c32e31edf
commit 2e9aed793a
2 changed files with 13 additions and 9 deletions

View File

@ -102,15 +102,6 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryT
{
cItem ToAdd(a_Item);
int res = 0;
if (ItemCategory::IsArmor(a_Item.m_ItemType))
{
res = m_ArmorSlots.AddItem(ToAdd, a_AllowNewStacks);
ToAdd.m_ItemCount -= res;
if (ToAdd.m_ItemCount == 0)
{
return res;
}
}
res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1);
ToAdd.m_ItemCount = a_Item.m_ItemCount - res;

View File

@ -1866,6 +1866,19 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
{
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
if (a_Player.IsGameModeCreative() && (m_ParentWindow.GetWindowType() == cWindow::wtInventory))
{
if ((a_ClickAction == caDropKey) || (a_ClickAction == caCtrlDropKey))
{
DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
return;
}
// Creative inventory must treat a_ClickedItem as a DraggedItem instead, replacing the inventory slot with it
SetSlot(a_SlotNum, a_Player, a_ClickedItem);
return;
}
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == NULL)
{