Bulk clearing of whitespace
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@@ -160,13 +160,13 @@ void cItemGrid::EmptySlot(int a_SlotNum)
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);
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return;
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}
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// Check if already empty:
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if (m_Slots[a_SlotNum].IsEmpty())
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{
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return;
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}
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// Empty and notify
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m_Slots[a_SlotNum].Empty();
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TriggerListeners(a_SlotNum);
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@@ -296,12 +296,12 @@ int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks, int a_Priorit
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return a_ItemStack.m_ItemCount;
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}
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} // for i - m_Slots[]
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if (!a_AllowNewStacks)
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{
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return (a_ItemStack.m_ItemCount - NumLeft);
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}
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for (int i = 0; i < m_NumSlots; i++)
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{
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if (m_Slots[i].IsEmpty())
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@@ -393,7 +393,7 @@ int cItemGrid::ChangeSlotCount(int a_SlotNum, int a_AddToCount)
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// The item is empty, it's not gonna change
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return 0;
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}
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if (m_Slots[a_SlotNum].m_ItemCount <= -a_AddToCount)
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{
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// Trying to remove more items than there already are, make the item empty
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@@ -401,7 +401,7 @@ int cItemGrid::ChangeSlotCount(int a_SlotNum, int a_AddToCount)
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TriggerListeners(a_SlotNum);
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return 0;
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}
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m_Slots[a_SlotNum].m_ItemCount += a_AddToCount;
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cItemHandler * Handler = cItemHandler::GetItemHandler(m_Slots[a_SlotNum].m_ItemType);
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@@ -436,27 +436,27 @@ cItem cItemGrid::RemoveOneItem(int a_SlotNum)
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);
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return cItem();
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}
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// If the slot is empty, return an empty item
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if (m_Slots[a_SlotNum].IsEmpty())
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{
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return cItem();
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}
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// Make a copy of the item in slot, set count to 1 and remove one from the slot
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cItem res = m_Slots[a_SlotNum];
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res.m_ItemCount = 1;
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m_Slots[a_SlotNum].m_ItemCount -= 1;
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// Emptying the slot correctly if appropriate
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if (m_Slots[a_SlotNum].m_ItemCount == 0)
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{
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m_Slots[a_SlotNum].Empty();
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}
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// Notify everyone of the change
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TriggerListeners(a_SlotNum);
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// Return the stored one item
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return res;
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}
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@@ -629,7 +629,7 @@ void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, s
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{
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TotalProbab += a_LootProbabs[i].m_Weight;
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}
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// Pick the loot items:
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cNoise Noise(a_Seed);
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for (int i = 0; i < a_NumSlots; i++)
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@@ -643,7 +643,7 @@ void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, s
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cWeightedEnchantments Enchantments;
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cEnchantments::AddItemEnchantmentWeights(Enchantments, E_ITEM_BOOK, 24 + Noise.IntNoise2DInt(a_Seed, TotalProbab) % 7);
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int NumEnchantments = Noise.IntNoise3DInt(TotalProbab, Rnd, a_Seed) % 5; // The number of enchantments this book wil get.
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for (int j = 0; j <= NumEnchantments; j++)
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{
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cEnchantments Enchantment = cEnchantments::SelectEnchantmentFromVector(Enchantments, Noise.IntNoise2DInt(NumEnchantments, i));
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