Moved window code into cpp files
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61
src/UI/CraftingWindow.cpp
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61
src/UI/CraftingWindow.cpp
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// CraftingWindow.cpp
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// Representing the UI window for the crafting block
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#include "Globals.h"
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#include "CraftingWindow.h"
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#include "SlotArea.h"
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cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
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cWindow(wtWorkbench, "Crafting Table")
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{
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m_SlotAreas.push_back(new cSlotAreaCrafting(3, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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void cCraftingWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Crafting Area
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if (a_Slot == 0)
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{
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// Result Slot
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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}
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else
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{
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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}
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super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
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}
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else if (a_ClickedArea == m_SlotAreas[1])
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{
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// Inventory Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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else
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{
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// Hotbar
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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