//************************************************************************************* // Entity * FlyingOverObject(EERIE_S2D * pos) //------------------------------------------------------------------------------------- // FUNCTION/RESULT: // Returns IO under cursor, be it in inventories or in scene // Returns NULL if no IO under cursor //************************************************************************************* Entity * FlyingOverObject(const Vec2s & pos) { Entity* io = NULL; // TODO do this properly! if(player.torch && eMouseState == MOUSE_IN_TORCH_ICON) { return player.torch; } if((io = GetFromInventory(pos)) != NULL) return io; if(InInventoryPos(pos)) return NULL; if((io = InterClick(pos)) != NULL) return io; return NULL; }
Entity * FlyingOverObject(const Vec2s & pos) { // TODO do this properly! if(player.torch && eMouseState == MOUSE_IN_TORCH_ICON) { return player.torch; } if(Entity * entity = GetFromInventory(pos).first) { return entity; } if(InInventoryPos(pos)) { return NULL; } if(Entity * entity = InterClick(pos)) { return entity; } return NULL; }