Remove SetProperty(...cPlayer)
Enchantment table, anvil windows are already opened one per-player.
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@@ -1059,7 +1059,7 @@ void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
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{
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SetSlot(1, a_Player, cItem());
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}
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m_ParentWindow.SetProperty(0, static_cast<short>(m_MaximumCost), a_Player);
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m_ParentWindow.SetProperty(0, static_cast<short>(m_MaximumCost));
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m_MaximumCost = 0;
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static_cast<cAnvilWindow &>(m_ParentWindow).SetRepairedItemName("", nullptr);
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@@ -1135,7 +1135,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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{
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Output.Empty();
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SetSlot(2, a_Player, Output);
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m_ParentWindow.SetProperty(0, 0, a_Player);
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m_ParentWindow.SetProperty(0, 0);
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return;
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}
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@@ -1157,7 +1157,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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// No enchantment
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Output.Empty();
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SetSlot(2, a_Player, Output);
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m_ParentWindow.SetProperty(0, 0, a_Player);
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m_ParentWindow.SetProperty(0, 0);
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return;
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}
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@@ -1180,7 +1180,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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// No enchantment
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Output.Empty();
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SetSlot(2, a_Player, Output);
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m_ParentWindow.SetProperty(0, 0, a_Player);
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m_ParentWindow.SetProperty(0, 0);
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return;
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}
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@@ -1264,7 +1264,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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}
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SetSlot(2, a_Player, Input);
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m_ParentWindow.SetProperty(0, static_cast<Int16>(m_MaximumCost), a_Player);
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m_ParentWindow.SetProperty(0, static_cast<Int16>(m_MaximumCost));
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}
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@@ -1700,10 +1700,10 @@ void cSlotAreaEnchanting::UpdateResult(cPlayer & a_Player)
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// Properties set according to: https://wiki.vg/Protocol#Window_Property
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// Fake a "seed" for the client to draw Standard Galactic Alphabet glyphs:
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m_ParentWindow.SetProperty(3, Random.RandInt<short>(), a_Player);
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m_ParentWindow.SetProperty(3, Random.RandInt<short>());
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// Calculate an enchanting possibility for each option (top, middle and bottom) and send details to window:
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for (short i = 0; i != OptionLevels.size(); i++)
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for (size_t i = 0; i != OptionLevels.size(); i++)
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{
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// A copy of the item.
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cItem EnchantedItem = Item.CopyOne();
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@@ -1714,20 +1714,20 @@ void cSlotAreaEnchanting::UpdateResult(cPlayer & a_Player)
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LOGD("Generated enchanted item %d with enchantments: %s", i, EnchantedItem.m_Enchantments.ToString());
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// Send the level requirement for the enchantment option:
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m_ParentWindow.SetProperty(i, static_cast<short>(OptionLevels[i]), a_Player);
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m_ParentWindow.SetProperty(i, static_cast<short>(OptionLevels[i]));
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// Get the first enchantment ID, which must exist:
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ASSERT(EnchantedItem.m_Enchantments.begin() != EnchantedItem.m_Enchantments.end());
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const short EnchantmentID = static_cast<short>(EnchantedItem.m_Enchantments.begin()->first);
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// Send the enchantment ID of the first enchantment on our item:
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m_ParentWindow.SetProperty(4 + i, EnchantmentID, a_Player);
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m_ParentWindow.SetProperty(4 + i, EnchantmentID);
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const short EnchantmentLevel = static_cast<short>(EnchantedItem.m_Enchantments.GetLevel(EnchantmentID));
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ASSERT(EnchantmentLevel > 0);
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// Send the level for the first enchantment on our item:
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m_ParentWindow.SetProperty(7 + i, EnchantmentLevel, a_Player);
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m_ParentWindow.SetProperty(7 + i, EnchantmentLevel);
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// Store the item we've enchanted as an option to be retrieved later:
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m_EnchantedItemOptions[i] = std::move(EnchantedItem);
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