Moved window code into cpp files
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71
src/UI/EnderChestWindow.cpp
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71
src/UI/EnderChestWindow.cpp
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// EnderChestWindow.cpp
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// Representing the UI window for the enderchest block
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#include "Globals.h"
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#include "../World.h"
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#include "EnderChestWindow.h"
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#include "SlotArea.h"
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cEnderChestWindow::cEnderChestWindow(cEnderChestEntity * a_EnderChest) :
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cWindow(wtChest, "Ender Chest"),
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m_World(a_EnderChest->GetWorld()),
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m_BlockX(a_EnderChest->GetPosX()),
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m_BlockY(a_EnderChest->GetPosY()),
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m_BlockZ(a_EnderChest->GetPosZ())
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{
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m_SlotAreas.push_back(new cSlotAreaEnderChest(a_EnderChest, *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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// Play the opening sound:
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m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_ENDER_CHEST);
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}
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cEnderChestWindow::~cEnderChestWindow()
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{
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// Send out the chest-close packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_ENDER_CHEST);
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// Play the closing sound
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m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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}
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void cEnderChestWindow::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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// Chest Area
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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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super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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// Hotbar or Inventory
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AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
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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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