Properly implemented enderchests
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@@ -1342,7 +1342,7 @@ cSlotAreaEnderChest::cSlotAreaEnderChest(cEnderChestEntity * a_EnderChest, cWind
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const cItem * cSlotAreaEnderChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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// a_SlotNum ranges from 0 to 26, use that to index the chest entity's inventory directly:
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return &(m_EnderChest->GetSlot(a_SlotNum));
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return &(a_Player.GetEnderChestContents().GetSlot(a_SlotNum));
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}
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@@ -1351,7 +1351,7 @@ const cItem * cSlotAreaEnderChest::GetSlot(int a_SlotNum, cPlayer & a_Player) co
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void cSlotAreaEnderChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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m_EnderChest->SetSlot(a_SlotNum, a_Item);
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a_Player.GetEnderChestContents().SetSlot(a_SlotNum, a_Item);
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}
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