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