Add armor items directly to the armor slots.
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@ -103,6 +103,19 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryT
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cItem ToAdd(a_Item);
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int res = 0;
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// When the item is a armor, try to set it directly to the armor slot.
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if (ItemCategory::IsArmor(a_Item.m_ItemType))
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{
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for (size_t i = 0; i < (size_t)m_ArmorSlots.GetNumSlots(); i++)
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{
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if (m_ArmorSlots.GetSlot(i).IsEmpty() && cSlotAreaArmor::CanPlaceArmorInSlot(i, a_Item))
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{
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m_ArmorSlots.SetSlot(i, a_Item);
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return a_Item.m_ItemCount;
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}
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}
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}
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res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1);
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ToAdd.m_ItemCount = a_Item.m_ItemCount - res;
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if (ToAdd.m_ItemCount == 0)
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@ -1926,7 +1926,7 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
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return;
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}
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if (DraggingItem.IsEmpty() || CanPlaceInSlot(a_SlotNum, DraggingItem))
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if (DraggingItem.IsEmpty() || CanPlaceArmorInSlot(a_SlotNum, DraggingItem))
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{
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// Swap contents
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cItem tmp(DraggingItem);
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@ -1945,7 +1945,7 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
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bool cSlotAreaArmor::CanPlaceInSlot(int a_SlotNum, const cItem & a_Item)
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bool cSlotAreaArmor::CanPlaceArmorInSlot(int a_SlotNum, const cItem & a_Item)
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{
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switch (a_SlotNum)
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{
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@ -161,7 +161,7 @@ public:
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/** Called when a player clicks in the window. Parameters taken from the click packet. */
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virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
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bool CanPlaceInSlot(int a_SlotNum, const cItem & a_Item);
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static bool CanPlaceArmorInSlot(int a_SlotNum, const cItem & a_Item);
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} ;
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