C++11 and function rename.
This commit is contained in:
parent
6ee7fd3c67
commit
8277e1ec4e
@ -167,6 +167,24 @@ void cLuaWindow::Destroy(void)
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void cLuaWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer& a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||||
|
{
|
||||||
|
cSlotAreas Areas;
|
||||||
|
for (auto Area : m_SlotAreas)
|
||||||
|
{
|
||||||
|
if (Area != a_ClickedArea)
|
||||||
|
{
|
||||||
|
Areas.push_back(Area);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
super::DistributeStackToAreas(a_ItemStack, a_Player, Areas, a_ShouldApply, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void cLuaWindow::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
|
void cLuaWindow::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
|
||||||
{
|
{
|
||||||
if (a_ItemGrid != &m_Contents)
|
if (a_ItemGrid != &m_Contents)
|
||||||
|
@ -84,6 +84,7 @@ protected:
|
|||||||
// cWindow overrides:
|
// cWindow overrides:
|
||||||
virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) override;
|
virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) override;
|
||||||
virtual void Destroy(void) override;
|
virtual void Destroy(void) override;
|
||||||
|
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||||
|
|
||||||
// cItemGrid::cListener overrides:
|
// cItemGrid::cListener overrides:
|
||||||
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
|
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
|
||||||
|
@ -293,9 +293,8 @@ const cFurnaceRecipe::cRecipe * cFurnaceRecipe::GetRecipeFrom(const cItem & a_In
|
|||||||
|
|
||||||
bool cFurnaceRecipe::IsFuel(const cItem & a_Item) const
|
bool cFurnaceRecipe::IsFuel(const cItem & a_Item) const
|
||||||
{
|
{
|
||||||
for (FuelList::const_iterator itr = m_pState->Fuel.begin(); itr != m_pState->Fuel.end(); ++itr)
|
for (auto & Fuel : m_pState->Fuel)
|
||||||
{
|
{
|
||||||
const cFuel & Fuel = *itr;
|
|
||||||
if ((Fuel.In->m_ItemType == a_Item.m_ItemType) && (Fuel.In->m_ItemCount <= a_Item.m_ItemCount))
|
if ((Fuel.In->m_ItemType == a_Item.m_ItemType) && (Fuel.In->m_ItemCount <= a_Item.m_ItemCount))
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
|
@ -70,7 +70,7 @@ public:
|
|||||||
// Inventory or Hotbar
|
// Inventory or Hotbar
|
||||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Anvil */
|
AreasInOrder.push_back(m_SlotAreas[0]); /* Anvil */
|
||||||
}
|
}
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
@ -44,7 +44,7 @@ public:
|
|||||||
// Beacon Area
|
// Beacon Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -63,7 +63,7 @@ public:
|
|||||||
// Hotbar Area
|
// Hotbar Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
}
|
}
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -117,13 +117,13 @@ public:
|
|||||||
// Chest Area
|
// Chest Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Hotbar or Inventory
|
// Hotbar or Inventory
|
||||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
|
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -48,19 +48,19 @@ public:
|
|||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
}
|
}
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
|
||||||
}
|
}
|
||||||
else if (a_ClickedArea == m_SlotAreas[1])
|
else if (a_ClickedArea == m_SlotAreas[1])
|
||||||
{
|
{
|
||||||
// Inventory Area
|
// Inventory Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Hotbar
|
// Hotbar
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
@ -40,13 +40,13 @@ public:
|
|||||||
// DropSpenser Area
|
// DropSpenser Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Inventory or Hotbar
|
// Inventory or Hotbar
|
||||||
AreasInOrder.push_back(m_SlotAreas[0]); /* DropSpenser */
|
AreasInOrder.push_back(m_SlotAreas[0]); /* DropSpenser */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
@ -79,13 +79,13 @@ public:
|
|||||||
// Enchanting Area
|
// Enchanting Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Inventory or Hotbar
|
// Inventory or Hotbar
|
||||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Enchanting */
|
AreasInOrder.push_back(m_SlotAreas[0]); /* Enchanting */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -58,13 +58,13 @@ public:
|
|||||||
// Chest Area
|
// Chest Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Hotbar or Inventory
|
// Hotbar or Inventory
|
||||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
|
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -43,14 +43,14 @@ public:
|
|||||||
// Result Slot
|
// Result Slot
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Furnace Input/Fuel Slot
|
// Furnace Input/Fuel Slot
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -71,7 +71,7 @@ public:
|
|||||||
// Hotbar Area
|
// Hotbar Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
}
|
}
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
@ -40,13 +40,13 @@ public:
|
|||||||
// Hopper Area
|
// Hopper Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Inventory or Hotbar
|
// Inventory or Hotbar
|
||||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Hopper */
|
AreasInOrder.push_back(m_SlotAreas[0]); /* Hopper */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
@ -50,28 +50,28 @@ public:
|
|||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
||||||
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
||||||
}
|
}
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
|
||||||
}
|
}
|
||||||
else if (a_ClickedArea == m_SlotAreas[1])
|
else if (a_ClickedArea == m_SlotAreas[1])
|
||||||
{
|
{
|
||||||
// Armor Area
|
// Armor Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
||||||
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
else if (a_ClickedArea == m_SlotAreas[2])
|
else if (a_ClickedArea == m_SlotAreas[2])
|
||||||
{
|
{
|
||||||
// Inventory Area
|
// Inventory Area
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
|
||||||
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Hotbar
|
// Hotbar
|
||||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
|
||||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
||||||
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -33,6 +33,26 @@ public:
|
|||||||
a_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestopen", a_ChestCart->GetPosX(), a_ChestCart->GetPosY(), a_ChestCart->GetPosZ(), 1, 1);
|
a_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestopen", a_ChestCart->GetPosX(), a_ChestCart->GetPosY(), a_ChestCart->GetPosZ(), 1, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea* a_ClickedArea, bool a_ShouldApply) override
|
||||||
|
{
|
||||||
|
cSlotAreas AreasInOrder;
|
||||||
|
|
||||||
|
if (a_ClickedArea == m_SlotAreas[0])
|
||||||
|
{
|
||||||
|
// Chest Area
|
||||||
|
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||||
|
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||||
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Hotbar or Inventory
|
||||||
|
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
|
||||||
|
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
~cMinecartWithChestWindow()
|
~cMinecartWithChestWindow()
|
||||||
{
|
{
|
||||||
m_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestclosed", m_ChestCart->GetPosX(), m_ChestCart->GetPosY(), m_ChestCart->GetPosZ(), 1, 1);
|
m_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestclosed", m_ChestCart->GetPosX(), m_ChestCart->GetPosY(), m_ChestCart->GetPosZ(), 1, 1);
|
||||||
|
@ -391,31 +391,13 @@ bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
void cWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
void cWindow::DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
|
||||||
{
|
|
||||||
cSlotAreas Areas;
|
|
||||||
for (auto Area : m_SlotAreas)
|
|
||||||
{
|
|
||||||
if (Area != a_ClickedArea)
|
|
||||||
{
|
|
||||||
Areas.push_back(Area);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
DistributeStack(a_ItemStack, a_Player, Areas, a_ShouldApply, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
|
|
||||||
{
|
{
|
||||||
for (size_t i = 0; i < 2; i++)
|
for (size_t i = 0; i < 2; i++)
|
||||||
{
|
{
|
||||||
for (cSlotAreas::iterator itr = a_AreasInOrder.begin(); itr != a_AreasInOrder.end(); ++itr)
|
for (auto SlotArea : a_AreasInOrder)
|
||||||
{
|
{
|
||||||
(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (i == 0), a_BackFill);
|
SlotArea->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (i == 0), a_BackFill);
|
||||||
if (a_ItemStack.IsEmpty())
|
if (a_ItemStack.IsEmpty())
|
||||||
{
|
{
|
||||||
// Distributed it all
|
// Distributed it all
|
||||||
|
@ -153,11 +153,12 @@ public:
|
|||||||
|
|
||||||
/** Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is distributed!
|
/** Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is distributed!
|
||||||
if a_ShouldApply is true, the changes are written into the slots;
|
if a_ShouldApply is true, the changes are written into the slots;
|
||||||
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
|
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes) */
|
||||||
*/
|
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) = 0;
|
||||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply);
|
|
||||||
|
|
||||||
void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
|
/** Called from DistributeStack() to distribute the stack into a_AreasInOrder; Modifies a_ItemStack as it is distributed!
|
||||||
|
If a_BackFill is true, the areas will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */
|
||||||
|
void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
|
||||||
|
|
||||||
/** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
|
/** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
|
||||||
The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
|
The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
|
||||||
|
Loading…
Reference in New Issue
Block a user