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Fixed issues with pickups.

* Now when picking up max. stack amount is checked.
* Added cInventory::AddItemAnyAmount() which will not fail if it cannot add all items (it will just modify amount)
* If there is no space in inventory and picking up stacked items, it will try to fill stacks already in inventory, partially picking up the item.
* When closing inventory player will drop any items it's currently 'dragging'

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1008 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
sebi.noreply@gmail.com
2012-10-24 12:48:25 +00:00
parent 5c5463c335
commit e33e9111ab
5 changed files with 52 additions and 8 deletions

View File

@@ -256,12 +256,16 @@ bool cPickup::CollectedBy( cPlayer* a_Dest )
return false;
}
if (a_Dest->GetInventory().AddItem(*m_Item))
if (a_Dest->GetInventory().AddItemAnyAmount(*m_Item))
{
m_World->BroadcastCollectPickup(*this, *a_Dest);
m_bCollected = true;
m_Timer = 0;
if( m_Item->m_ItemCount != 0 ) {
cItems Pickup;
Pickup.push_back(cItem(*m_Item));
m_World->SpawnItemPickups(Pickup, m_Pos.x, m_Pos.y, m_Pos.z);
}
return true;
}