Removed obsoleted functions
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@@ -226,7 +226,7 @@ void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_
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for (int i = 0; i < m_NumSlots; i++)
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{
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const cItem * Slot = GetSlot(i, a_Player);
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if (!Slot->IsStackableWith(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
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if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
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{
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// Different items
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continue;
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@@ -265,7 +265,7 @@ bool cSlotArea::CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool
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for (int i = 0; i < NumSlots; i++)
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{
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const cItem & SlotItem = *GetSlot(i, a_Player);
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if (!SlotItem.IsStackableWith(a_Dragging))
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if (!SlotItem.IsEqual(a_Dragging))
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{
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continue;
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}
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@@ -908,7 +908,7 @@ void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
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} // for i - itr->second[]
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double vX = 0, vY = 0, vZ = 0;
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EulerToVector(-a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY);
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EulerToVector(-a_Player.GetRot().x, a_Player.GetPitch(), vZ, vX, vY);
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vY = -vY * 2 + 1.f;
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a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because player created
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}
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