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Replace buckets to the selected hotbar slot, rather than the first available. (#4580)

* Replace buckets to the selected hotbar slot, rather than the first available.

Replicates vanilla behaviour, as well as being more logical.

* Refactor cInventory::AddItem. Behaviour is now documented

* Add new cInventory::ReplaceOneEquippedItem and ::SetEquippedItem methods

* Return empty potion to the same slot after drinking

* Replace buckets correctly in other situations, not simply water and lava

Uses the new ReplaceOneEquippedItem method

* Correct collecting water from source block with bottle

* Add cPlayer::ReplaceOneEquippedItemTossRest method

* Handle stacked filled buckets (in theory)

Use new cPlayer::ReplaceOneEquippedItemTossRest method
This commit is contained in:
Alexander Harkness
2020-04-02 12:42:15 +00:00
committed by GitHub
parent d5c58c6b17
commit cdc452916e
13 changed files with 228 additions and 80 deletions

View File

@@ -1959,6 +1959,25 @@ void cPlayer::TossEquippedItem(char a_Amount)
void cPlayer::ReplaceOneEquippedItemTossRest(const cItem & a_Item)
{
auto PlacedCount = GetInventory().ReplaceOneEquippedItem(a_Item);
char ItemCountToToss = a_Item.m_ItemCount - static_cast<char>(PlacedCount);
if (ItemCountToToss == 0)
{
return;
}
cItem Pickup = a_Item;
Pickup.m_ItemCount = ItemCountToToss;
TossPickup(Pickup);
}
void cPlayer::TossHeldItem(char a_Amount)
{
cItems Drops;