Add anvil shift click.
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@ -244,7 +244,7 @@ void cSlotArea::OnPlayerRemoved(cPlayer & a_Player)
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void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
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void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
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{
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for (int i = 0; i < m_NumSlots; i++)
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{
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@ -264,7 +264,7 @@ void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_
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{
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NumFit = a_ItemStack.m_ItemCount;
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}
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if (a_Apply)
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if (a_ShouldApply)
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{
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cItem NewSlot(a_ItemStack);
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NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
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@ -630,6 +630,12 @@ void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
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return;
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}
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if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
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{
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ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
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return;
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}
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (!Slot.IsSameType(a_ClickedItem))
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{
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@ -665,7 +671,7 @@ void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
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SetSlot(a_SlotNum, a_Player, Slot);
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DraggingItem = NewItem;
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OnTakeResult(a_Player, NewItem);
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OnTakeResult(a_Player);
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if (bAsync)
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{
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@ -677,7 +683,80 @@ void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
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void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player, cItem a_ResultItem)
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void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
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{
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if (a_SlotNum != 2)
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{
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super::ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
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UpdateResult(a_Player);
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return;
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}
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// Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (Slot.IsEmpty() || !CanTakeResultItem(a_Player))
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{
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return;
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}
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m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
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if (Slot.IsEmpty())
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{
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Slot.Empty();
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OnTakeResult(a_Player);
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}
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SetSlot(a_SlotNum, a_Player, Slot);
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// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
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m_ParentWindow.BroadcastWholeWindow();
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}
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void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
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{
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for (int i = 0; i < 2; i++)
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{
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const cItem * Slot = GetSlot(i, a_Player);
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if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
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{
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// Different items
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continue;
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}
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int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
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if (NumFit <= 0)
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{
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// Full stack already
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continue;
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}
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if (NumFit > a_ItemStack.m_ItemCount)
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{
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NumFit = a_ItemStack.m_ItemCount;
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}
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if (a_ShouldApply)
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{
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cItem NewSlot(a_ItemStack);
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NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
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SetSlot(i, a_Player, NewSlot);
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}
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a_ItemStack.m_ItemCount -= NumFit;
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if (a_ItemStack.IsEmpty())
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{
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UpdateResult(a_Player);
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return;
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}
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} // for i - Slots
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UpdateResult(a_Player);
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}
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void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
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{
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if (!a_Player.IsGameModeCreative())
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{
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@ -270,13 +270,15 @@ public:
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// cSlotArea overrides:
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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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virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem) override;
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virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
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// cSlotAreaTemporary overrides:
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virtual void OnPlayerRemoved(cPlayer & a_Player) override;
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bool CanTakeResultItem(cPlayer & a_Player);
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void OnTakeResult(cPlayer & a_Player, cItem a_ResultItem);
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void OnTakeResult(cPlayer & a_Player);
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/** Handles a click in the item slot. */
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void UpdateResult(cPlayer & a_Player);
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