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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-01-08 06:01:06 +0100
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-01-08 06:01:06 +0100
commit71d71410fdeb4b47e543758186cdbee19a2baf6b (patch)
tree24c00994262179d2d658d637ef45beceafdd5d6b /source/UI/Window.cpp
parentFixed disappearing pickups - wrong physics simulation. (diff)
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Diffstat (limited to '')
-rw-r--r--source/UI/Window.cpp25
1 files changed, 16 insertions, 9 deletions
diff --git a/source/UI/Window.cpp b/source/UI/Window.cpp
index 7ad7b1a58..d22255105 100644
--- a/source/UI/Window.cpp
+++ b/source/UI/Window.cpp
@@ -28,6 +28,7 @@ cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle
, m_WindowTitle(a_WindowTitle)
, m_Owner(NULL)
, m_IsDestroyed(false)
+ , m_ShouldDistributeToHotbarFirst(true)
{
if (a_WindowType == Inventory)
{
@@ -259,18 +260,23 @@ void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea
// Then ask any remaining slots
for (int Pass = 0; Pass < 2; ++Pass)
{
- // First distribute into the hotbar:
- if (a_ExcludeArea != m_SlotAreas.back())
+ if (m_ShouldDistributeToHotbarFirst)
{
- m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
- if (a_ItemStack.IsEmpty())
+ // First distribute into the hotbar:
+ if (a_ExcludeArea != m_SlotAreas.back())
{
- // Distributed it all
- return;
+ m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
+ if (a_ItemStack.IsEmpty())
+ {
+ // Distributed it all
+ return;
+ }
}
}
+
// The distribute to all other areas:
- for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end() - 1; itr != end; ++itr)
+ cSlotAreas::iterator end = m_ShouldDistributeToHotbarFirst ? (m_SlotAreas.end() - 1) : m_SlotAreas.end();
+ for (cSlotAreas::iterator itr = m_SlotAreas.begin(); itr != end; ++itr)
{
if (*itr == a_ExcludeArea)
{
@@ -432,11 +438,12 @@ cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_Secon
m_BlockY(a_PrimaryChest->GetPosY()),
m_BlockZ(a_PrimaryChest->GetPosZ())
{
- m_SlotAreas.push_back(new cSlotAreaChest(a_PrimaryChest, *this));
- m_SlotAreas.push_back(new cSlotAreaChest(a_SecondaryChest, *this));
+ m_SlotAreas.push_back(new cSlotAreaDoubleChest(a_PrimaryChest, a_SecondaryChest, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
+ m_ShouldDistributeToHotbarFirst = false;
+
// Play the opening sound:
m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);