本文整理汇总了C++中cPlayer::GetInventoryPaintSlots方法的典型用法代码示例。如果您正苦于以下问题:C++ cPlayer::GetInventoryPaintSlots方法的具体用法?C++ cPlayer::GetInventoryPaintSlots怎么用?C++ cPlayer::GetInventoryPaintSlots使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cPlayer
的用法示例。
在下文中一共展示了cPlayer::GetInventoryPaintSlots方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: OnRightPaintEnd
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());
}
示例2: OnMiddlePaintEnd
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());
}
示例3: OnLeftPaintEnd
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());
}
示例4: OnRightPaintEnd
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));
}