Style: Normalized to no spaces before closing parenthesis.
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@@ -497,21 +497,21 @@ int cInventory::ArmorSlotNumToEntityEquipmentID(short a_ArmorSlotNum)
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#if 0
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bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */ )
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bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */)
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{
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// Fill already present stacks
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if (a_Mode < 2 )
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if (a_Mode < 2)
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{
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int MaxStackSize = cItemHandler::GetItemHandler(a_Item.m_ItemType)->GetMaxStackSize();
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for (int i = 0; i < a_Size; i++)
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{
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if (m_Slots[i + a_Offset].m_ItemType == a_Item.m_ItemType && m_Slots[i + a_Offset].m_ItemCount < MaxStackSize && m_Slots[i + a_Offset].m_ItemDamage == a_Item.m_ItemDamage )
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if (m_Slots[i + a_Offset].m_ItemType == a_Item.m_ItemType && m_Slots[i + a_Offset].m_ItemCount < MaxStackSize && m_Slots[i + a_Offset].m_ItemDamage == a_Item.m_ItemDamage)
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{
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int NumFree = MaxStackSize - m_Slots[i + a_Offset].m_ItemCount;
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if (NumFree >= a_Item.m_ItemCount )
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if (NumFree >= a_Item.m_ItemCount)
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{
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// printf("1. Adding %i items ( free: %i )\n", a_Item.m_ItemCount, NumFree );
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// printf("1. Adding %i items ( free: %i)\n", a_Item.m_ItemCount, NumFree);
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m_Slots[i + a_Offset].m_ItemCount += a_Item.m_ItemCount;
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a_Item.m_ItemCount = 0;
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a_bChangedSlots[i + a_Offset] = true;
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@@ -519,7 +519,7 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size,
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}
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else
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{
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// printf("2. Adding %i items\n", NumFree );
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// printf("2. Adding %i items\n", NumFree);
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m_Slots[i + a_Offset].m_ItemCount += (char)NumFree;
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a_Item.m_ItemCount -= (char)NumFree;
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a_bChangedSlots[i + a_Offset] = true;
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@@ -528,12 +528,12 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size,
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}
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}
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if (a_Mode > 0 )
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if (a_Mode > 0)
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{
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// If we got more left, find first empty slot
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for (int i = 0; i < a_Size && a_Item.m_ItemCount > 0; i++)
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{
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if (m_Slots[i + a_Offset].m_ItemType == -1 )
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if (m_Slots[i + a_Offset].m_ItemType == -1)
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{
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m_Slots[i + a_Offset] = a_Item;
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a_Item.m_ItemCount = 0;
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