Added hopper entity, it can suck items out of chests, dispensers, droppers and other hopppers above it.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1587 0a769ca7-a7f5-676a-18bf-c427514a06d6
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291
source/BlockEntities/HopperEntity.cpp
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291
source/BlockEntities/HopperEntity.cpp
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// HopperEntity.cpp
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// Implements the cHopperEntity representing a hopper block entity
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#include "Globals.h"
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#include "HopperEntity.h"
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#include "../Chunk.h"
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#include "../Player.h"
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#include "ChestEntity.h"
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#include "DropSpenserEntity.h"
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cHopperEntity::cHopperEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
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super(E_BLOCK_HOPPER, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, NULL)
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{
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}
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cHopperEntity::cHopperEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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super(E_BLOCK_HOPPER, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World)
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{
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}
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bool cHopperEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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Int64 CurrentTick = a_Chunk.GetWorld()->GetWorldAge();
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bool res = false;
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res = MoveItemsIn (a_Chunk, CurrentTick) || res;
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res = MovePickupsIn(a_Chunk, CurrentTick) || res;
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res = MoveItemsOut (a_Chunk, CurrentTick) || res;
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return res;
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}
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void cHopperEntity::SaveToJson(Json::Value & a_Value)
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{
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// TODO
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LOGWARNING("%s: Not implemented yet", __FUNCTION__);
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}
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void cHopperEntity::SendTo(cClientHandle & a_Client)
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{
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// The hopper entity doesn't need anything sent to the client when it's created / gets in the viewdistance
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// All the actual handling is in the cWindow UI code that gets called when the hopper is rclked
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UNUSED(a_Client);
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}
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void cHopperEntity::UsedBy(cPlayer * a_Player)
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{
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// If the window is not created, open it anew:
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cWindow * Window = GetWindow();
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if (Window == NULL)
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{
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OpenNewWindow();
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Window = GetWindow();
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}
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// Open the window for the player:
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if (Window != NULL)
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{
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if (a_Player->GetWindow() != Window)
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{
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a_Player->OpenWindow(Window);
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}
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}
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// This is rather a hack
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// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
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// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
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// The few false positives aren't much to worry about
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(m_PosX, m_PosY, m_PosZ, ChunkX, ChunkZ);
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m_World->MarkChunkDirty(ChunkX, ChunkZ);
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}
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/// Opens a new window UI for this hopper
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void cHopperEntity::OpenNewWindow(void)
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{
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OpenWindow(new cHopperWindow(m_PosX, m_PosY, m_PosZ, this));
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}
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/// Moves items from the container above it into this hopper. Returns true if the contents have changed.
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bool cHopperEntity::MoveItemsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
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{
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if (m_PosY >= cChunkDef::Height)
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{
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// This hopper is at the top of the world, no more blocks above
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return false;
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}
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if (a_CurrentTick - m_LastMoveItemsInTick < TICKS_PER_TRANSFER)
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{
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// Too early after the previous transfer
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return false;
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}
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// Try moving an item in:
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bool res = false;
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switch (a_Chunk.GetBlock(m_RelX, m_PosY + 1, m_RelZ))
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{
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case E_BLOCK_CHEST: res = MoveItemsFromChest(a_Chunk); break;
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case E_BLOCK_FURNACE: res = MoveItemsFromFurnace(a_Chunk); break;
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER: res = MoveItemsFromGrid(((cDropSpenserEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()); break;
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case E_BLOCK_HOPPER: res = MoveItemsFromGrid(((cHopperEntity *) a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()); break;
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}
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// If the item has been moved, reset the last tick:
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if (res)
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{
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m_LastMoveItemsInTick = a_CurrentTick;
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}
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return res;
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}
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/// Moves pickups from above this hopper into it. Returns true if the contents have changed.
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bool cHopperEntity::MovePickupsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
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{
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// TODO
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return false;
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}
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/// Moves items out from this hopper into the destination. Returns true if the contents have changed.
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bool cHopperEntity::MoveItemsOut(cChunk & a_Chunk, Int64 a_CurrentTick)
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{
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if (a_CurrentTick - m_LastMoveItemsOutTick < TICKS_PER_TRANSFER)
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{
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// Too early after the previous transfer
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return false;
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}
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// TODO
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return false;
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}
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/// Moves items from a chest (dblchest) above the hopper into this hopper. Returns true if contents have changed.
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bool cHopperEntity::MoveItemsFromChest(cChunk & a_Chunk)
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{
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if (MoveItemsFromGrid(((cChestEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()))
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{
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// Moved the item from the chest directly above the hopper
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return true;
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}
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// Check if the chest is a double-chest, if so, try to move from there:
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static const struct
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{
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int x, z;
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}
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Coords [] =
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{
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{1, 0},
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{-1, 0},
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{0, 1},
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{0, -1},
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} ;
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for (int i = 0; i < ARRAYCOUNT(Coords); i++)
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{
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int x = m_RelX + Coords[i].x;
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int z = m_RelZ + Coords[i].z;
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cChunk * Neighbor = a_Chunk.GetRelNeighborChunkAdjustCoords(x, z);
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if (
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(Neighbor == NULL) ||
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(Neighbor->GetBlock(x, m_PosY + 1, z) != E_BLOCK_CHEST)
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)
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{
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continue;
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}
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if (MoveItemsFromGrid(((cChestEntity *)Neighbor->GetBlockEntity(x, m_PosY, z))->GetContents()))
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{
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return true;
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}
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return false;
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}
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// The chest was single and nothing could be moved
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return false;
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}
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/// Moves items from a furnace above the hopper into this hopper. Returns true if contents have changed.
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bool cHopperEntity::MoveItemsFromFurnace(cChunk & a_Chunk)
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{
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// TODO
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return false;
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}
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/// Moves items from the specified ItemGrid into this hopper. Returns true if contents have changed.
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bool cHopperEntity::MoveItemsFromGrid(cItemGrid & a_Grid)
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{
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int NumSlots = a_Grid.GetNumSlots();
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// First try adding items of types already in the hopper:
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for (int i = 0; i < NumSlots; i++)
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{
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if (a_Grid.IsSlotEmpty(i))
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{
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continue;
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}
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if (MoveItemsFromSlot(a_Grid.GetSlot(i), false))
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{
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a_Grid.ChangeSlotCount(i, -1);
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return true;
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}
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}
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// No already existing stack can be topped up, try again with allowing new stacks:
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for (int i = 0; i < NumSlots; i++)
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{
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if (a_Grid.IsSlotEmpty(i))
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{
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continue;
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}
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if (MoveItemsFromSlot(a_Grid.GetSlot(i), true))
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{
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a_Grid.ChangeSlotCount(i, -1);
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return true;
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}
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}
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return false;
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}
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/// Moves one of the specified itemstack into this hopper. Returns true if contents have changed. Doesn't change the itemstack.
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bool cHopperEntity::MoveItemsFromSlot(const cItem & a_ItemStack, bool a_AllowNewStacks)
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{
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if (m_Contents.AddItem(a_ItemStack.CopyOne(), a_AllowNewStacks) > 0)
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{
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return true;
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}
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return false;
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}
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