Example #1
0
void cWindow::OnRightPaintEnd(cPlayer & a_Player)
{
	// Process the entire action stored in the internal structures for inventory painting
	// distribute one item into each slot

	const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
	cItem ToDistribute(a_Player.GetDraggingItem());
	
	int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, SlotNums);
	
	// Remove the items distributed from the dragging item:
	a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
	if (a_Player.GetDraggingItem().m_ItemCount == 0)
	{
		a_Player.GetDraggingItem().Empty();
	}
	
	SendWholeWindow(*a_Player.GetClientHandle());
}
Example #2
0
void cWindow::OnMiddlePaintEnd(cPlayer & a_Player)
{
	if (!a_Player.IsGameModeCreative())
	{
		// Midle click paint is only valid for creative mode
		return;
	}

	// Fill available slots with full stacks of the dragging item
	const auto & DraggingItem = a_Player.GetDraggingItem();
	auto StackSize = ItemHandler(DraggingItem.m_ItemType)->GetMaxStackSize();
	if (0 < DistributeItemToSlots(a_Player, DraggingItem, StackSize, a_Player.GetInventoryPaintSlots(), false))
	{
		// If any items were distibuted, set dragging item empty
		a_Player.GetDraggingItem().Empty();
	}

	SendWholeWindow(*a_Player.GetClientHandle());
}
Example #3
0
void cWindow::OnLeftPaintEnd(cPlayer & a_Player)
{
	// Process the entire action stored in the internal structures for inventory painting
	// distribute as many items as possible
	
	const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
	cItem ToDistribute(a_Player.GetDraggingItem());
	int ToEachSlot = (int)ToDistribute.m_ItemCount / (int)SlotNums.size();
	
	int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, SlotNums);
	
	// Remove the items distributed from the dragging item:
	a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
	if (a_Player.GetDraggingItem().m_ItemCount == 0)
	{
		a_Player.GetDraggingItem().Empty();
	}
	
	SendWholeWindow(*a_Player.GetClientHandle());
}
Example #4
0
void cWindow::OnRightPaintEnd(cPlayer & a_Player)
{
	// Process the entire action stored in the internal structures for inventory painting
	// distribute one item into each slot

	const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
	cItem ToDistribute(a_Player.GetDraggingItem());

	int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, SlotNums);

	// Remove the items distributed from the dragging item:
	a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
	if (a_Player.GetDraggingItem().m_ItemCount == 0)
	{
		a_Player.GetDraggingItem().Empty();
	}

	SendWholeWindow(*a_Player.GetClientHandle());

	// To fix #2345 (custom recipes don't work when inventory-painting), we send the result slot explicitly once again
	// This is a fix for what seems like a client-side bug
	a_Player.GetClientHandle()->SendInventorySlot(m_WindowID, 0, *GetSlot(a_Player, 0));
}