Implemented vanilla-like shift click.
This fixes many visual bugs.
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@@ -25,11 +25,30 @@ public:
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cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) :
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cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper")
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *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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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
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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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// DropSpenser 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::DistributeStack(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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// Inventory or Hotbar
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AreasInOrder.push_back(m_SlotAreas[0]); /* DropSpenser */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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};
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