/** * @brief Try to autoplace an item at a position * when right-click was used in the inventory. * @param[in] node The context node * @param[in] mouseX X mouse coordinates. * @param[in] mouseY Y mouse coordinates. */ static void UI_ContainerNodeAutoPlace (uiNode_t* node, int mouseX, int mouseY) { if (!ui_inventory) return; /* don't allow this in tactical missions */ if (CL_BattlescapeRunning()) return; const int sel = cl_selected->integer; if (sel < 0) return; assert(EXTRADATA(node).super.container); int fromX, fromY; Item* ic = UI_BaseInventoryNodeGetItem(node, mouseX, mouseY, &fromX, &fromY); Com_DPrintf(DEBUG_CLIENT, "UI_ContainerNodeAutoPlace: item %i/%i selected from scrollable container.\n", fromX, fromY); if (!ic) return; UI_ContainerNodeAutoPlaceItem(node, ic); /* Update display of scroll buttons. */ UI_BaseInventoryNodeUpdateScroll(node); }
/** * @brief Try to autoplace an item at a position * when right-click was used in the inventory. * @param[in] node The context node * @param[in] mouseX X mouse coordinates. * @param[in] mouseY Y mouse coordinates. */ static void UI_ContainerNodeAutoPlace (uiNode_t* node, int mouseX, int mouseY) { if (!ui_inventory) return; /* don't allow this in tactical missions */ if (CL_BattlescapeRunning()) return; const int sel = cl_selected->integer; if (sel < 0) return; assert(EXTRADATA(node).container); invList_t *ic = UI_ContainerNodeGetItemAtPosition(node, mouseX, mouseY); if (!ic) return; UI_ContainerNodeAutoPlaceItem(node, ic); }