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- implemented separated inventory for creative mode (cSurvivalInventory and cCreativeInventory)

(Separation is not perfect yet, because maybe there are some mayor changes needed :D)
- implemented CreativeInventoryAction (was mistakenly called CreateInventoryAction)
-> Fixed meta data for creative selected blocks
->->Slabs/Steps are now placed correctly
- slabs can now be build to a double slab
- fixed a bug in the inventory which put items with different meta values in the same slot

git-svn-id: http://mc-server.googlecode.com/svn/trunk@160 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
lapayo94@gmail.com
2012-01-01 04:55:17 +00:00
parent 4f176ee685
commit d7068b35a8
19 changed files with 413 additions and 243 deletions

View File

@@ -48,7 +48,7 @@ cItem* cWindow::GetDraggingItem( cPlayer * a_Player /* = 0 */ )
{
if( m_bInventoryVisible && a_Player )
{
cWindow* Window = a_Player->GetInventory().GetWindow();
cWindow* Window = a_Player->GetSurvivalInventory().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.GetInventory().GetWindow();
cWindow* Window = a_Player.GetSurvivalInventory().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.GetInventory().GetWindow();
cWindow* Window = a_Player.GetSurvivalInventory().GetWindow();
if( Window )
{
Window->Clicked( a_ClickPacket, a_Player );