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CreativeInventory Update

- Fixed various problems with the new creative inventory (Crafting, furnace, etc)
- Creative inventory will now be saved to disk, so you keep your creative inventory also for the next sessions

git-svn-id: http://mc-server.googlecode.com/svn/trunk@162 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
lapayo94@gmail.com
2012-01-01 18:45:28 +00:00
parent 01398f8424
commit ac63775297
9 changed files with 107 additions and 85 deletions

View File

@@ -48,7 +48,7 @@ cItem* cWindow::GetDraggingItem( cPlayer * a_Player /* = 0 */ )
{
if( m_bInventoryVisible && a_Player )
{
cWindow* Window = a_Player->GetSurvivalInventory().GetWindow();
cWindow* Window = a_Player->GetInventory().GetWindow();
if( Window )
{
return Window->GetDraggingItem();
@@ -68,7 +68,7 @@ void cWindow::Clicked( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player )
if( m_bInventoryVisible )
{
cWindow* Window = a_Player.GetSurvivalInventory().GetWindow();
cWindow* Window = a_Player.GetInventory().GetWindow();
if( Window )
{
m_DraggingItem = Window->GetDraggingItem();
@@ -170,7 +170,7 @@ void cWindow::Clicked( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player )
{
a_ClickPacket->m_WindowID = 0;
a_ClickPacket->m_SlotNum -= (short)(m_NumSlots - 9);
cWindow* Window = a_Player.GetSurvivalInventory().GetWindow();
cWindow* Window = a_Player.GetInventory().GetWindow();
if( Window )
{
Window->Clicked( a_ClickPacket, a_Player );