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Implemented Ctrl-Q drop stack

Also fixed an issue with TossItems not respecting count.
This commit is contained in:
Tiger Wang 2014-01-15 22:36:19 +00:00
parent 4974bf2832
commit 3c31f2d8d8
3 changed files with 20 additions and 3 deletions

View File

@ -629,6 +629,17 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, ch
return;
}
case DIG_STATUS_DROP_STACK:
{
if (PlgMgr->CallHookPlayerTossingItem(*m_Player))
{
// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
return;
}
m_Player->TossItem(false, 64); // Toss entire slot - if there aren't enough items, the maximum will be ejected
return;
}
default:
{
ASSERT(!"Unhandled DIG_STATUS");

View File

@ -85,6 +85,7 @@ enum
DIG_STATUS_STARTED = 0,
DIG_STATUS_CANCELLED = 1,
DIG_STATUS_FINISHED = 2,
DIG_STATUS_DROP_STACK= 3,
DIG_STATUS_DROP_HELD = 4,
DIG_STATUS_SHOOT_EAT = 5,
} ;

View File

@ -1382,11 +1382,16 @@ void cPlayer::TossItem(
cItem DroppedItem(GetInventory().GetEquippedItem());
if (!DroppedItem.IsEmpty())
{
if (GetInventory().RemoveOneEquippedItem())
char NewAmount = a_Amount;
if (NewAmount > GetInventory().GetEquippedItem().m_ItemCount)
{
DroppedItem.m_ItemCount = 1; // RemoveItem decreases the count, so set it to 1 again
Drops.push_back(DroppedItem);
NewAmount = GetInventory().GetEquippedItem().m_ItemCount; // Drop only what's there
}
GetInventory().GetHotbarGrid().ChangeSlotCount(GetInventory().GetEquippedSlotNum() /* Returns hotbar subslot, which HotbarGrid takes */, -a_Amount);
DroppedItem.m_ItemCount = NewAmount;
Drops.push_back(DroppedItem);
}
}
}