Enchantments are now stored in Anvil world and in player inventory
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1541 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -90,23 +90,34 @@ bool cItem::IsStackableWith(const cItem & a_OtherStack) const
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void cItem::GetJson( Json::Value & a_OutValue ) const
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void cItem::GetJson(Json::Value & a_OutValue) const
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{
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a_OutValue["ID"] = m_ItemType;
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if( m_ItemType > 0 )
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if (m_ItemType > 0)
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{
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a_OutValue["Count"] = m_ItemCount;
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a_OutValue["Health"] = m_ItemDamage;
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AString Enchantments(m_Enchantments.ToString());
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if (!Enchantments.empty())
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{
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a_OutValue["ench"] = Enchantments;
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}
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}
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}
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void cItem::FromJson( const Json::Value & a_Value )
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void cItem::FromJson(const Json::Value & a_Value)
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{
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m_ItemType = (ENUM_ITEM_ID)a_Value.get("ID", -1 ).asInt();
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if( m_ItemType > 0 )
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if (m_ItemType > 0)
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{
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m_ItemCount = (char)a_Value.get("Count", -1 ).asInt();
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m_ItemDamage = (short)a_Value.get("Health", -1 ).asInt();
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m_Enchantments.Clear();
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m_Enchantments.AddFromString(a_Value.get("ench", "").asString());
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}
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}
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