@@ -386,6 +386,51 @@ void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea
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bool cWindow::CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks)
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{
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// First ask the slot areas from a_Area till the end of list:
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bool ShouldCollect = false;
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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if (&a_Area == *itr)
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{
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ShouldCollect = true;
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}
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if (!ShouldCollect)
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{
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continue;
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}
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if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
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{
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// a_Dragging is full
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return true;
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}
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}
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// a_Dragging still not full, ask slot areas before a_Area in the list:
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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if (*itr == &a_Area)
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{
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// All areas processed
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return false;
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}
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if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
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{
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// a_Dragging is full
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return true;
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}
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}
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// Shouldn't reach here
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// a_Area is expected to be part of m_SlotAreas[], so the "return false" in the loop above should have returned already
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ASSERT(!"This branch should not be reached");
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return false;
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}
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void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum)
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{
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int SlotBase = 0;
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