void OutfitWindow::wearOutfit(const int outfit, const bool unwearEmpty, const bool select) { bool isEmpty = true; if (outfit < 0 || outfit > static_cast<int>(OUTFITS_COUNT)) return; for (unsigned i = 0; i < OUTFIT_ITEM_COUNT; i++) { const Item *const item = PlayerInfo::getInventory()->findItem( mItems[outfit][i], mItemColors[outfit][i]); if (item && item->isEquipped() == Equipped_false && item->getQuantity()) { if (item->isEquipment() == Equipm_true) { PlayerInfo::equipItem(item, Sfx_false); isEmpty = false; } } } if ((!isEmpty || unwearEmpty) && outfit < static_cast<int>(OUTFITS_COUNT) && mItemsUnequip[outfit]) { unequipNotInOutfit(outfit); } if (select) { mCurrentOutfit = outfit; showCurrentOutfit(); } }
void OutfitWindow::wearOutfit(int outfit) { if (mItemsUnequip[outfit]) unequipNotInOutfit(outfit); Item *item; for (int i = 0; i < OUTFIT_ITEM_COUNT; i++) { item = PlayerInfo::getInventory()->findItem(mItems[outfit][i]); if (item && !item->isEquipped() && item->getQuantity()) { if (item->isEquippable()) item->doEvent(Event::DoEquip); } } }
void OutfitWindow::wearOutfit(int outfit) { Item *item; for (int i = 0; i < OUTFIT_ITEM_COUNT; i++) { item = player_node->getInventory()->findItem(mItems[outfit][i]); if (item && !item->isEquipped() && item->getQuantity()) { if (item->isEquipment()) { Net::getInventoryHandler()->equipItem(item); } } } if (mItemsUnequip[outfit]) { unequipNotInOutfit(outfit); } }