Implemented left-click inventory painting
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1529 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -232,7 +232,7 @@ cSlotAreaChest::cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow)
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const cItem * cSlotAreaChest::GetSlot(int a_SlotNum, cPlayer & a_Player)
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const cItem * cSlotAreaChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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// a_SlotNum ranges from 0 to 26, use that to index the chest entity's inventory directly:
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return &(m_Chest->GetSlot(a_SlotNum));
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@@ -265,7 +265,7 @@ cSlotAreaDoubleChest::cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEnti
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const cItem * cSlotAreaDoubleChest::GetSlot(int a_SlotNum, cPlayer & a_Player)
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const cItem * cSlotAreaDoubleChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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// a_SlotNum ranges from 0 to 53, use that to index the correct chest's inventory:
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if (a_SlotNum < 27)
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@@ -486,7 +486,7 @@ cSlotAreaDropSpenser::cSlotAreaDropSpenser(cDropSpenserEntity * a_DropSpenser, c
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const cItem * cSlotAreaDropSpenser::GetSlot(int a_SlotNum, cPlayer & a_Player)
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const cItem * cSlotAreaDropSpenser::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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return &(m_DropSpenser->GetSlot(a_SlotNum));
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}
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@@ -545,7 +545,7 @@ void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a
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const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player)
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const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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// a_SlotNum ranges from 0 to 2, query the items from the underlying furnace:
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return m_Furnace->GetSlot(a_SlotNum);
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@@ -595,7 +595,7 @@ void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAc
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const cItem * cSlotAreaInventoryBase::GetSlot(int a_SlotNum, cPlayer & a_Player)
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const cItem * cSlotAreaInventoryBase::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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// a_SlotNum ranges from 0 to 35, map that to the player's inventory slots according to the internal offset
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return &a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset);
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@@ -669,9 +669,9 @@ cSlotAreaTemporary::cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow)
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const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player)
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const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
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cItemMap::const_iterator itr = m_Items.find(a_Player.GetUniqueID());
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if (itr == m_Items.end())
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{
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LOGERROR("cSlotAreaTemporary: player \"%s\" not found for slot %d!", a_Player.GetName().c_str(), a_SlotNum);
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