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avoid recursion problem when 'taking all' in quarter temp inventory in EGS
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4 changed files with 8 additions and 8 deletions
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@ -188,7 +188,7 @@ protected:
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/// the harvestable Mps (4 per entity)
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/// the harvestable Mps (4 per entity)
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std::vector< CCreatureRawMaterial> _Mps;
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std::vector< CCreatureRawMaterial> _Mps;
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/// pointer on the harverting character
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/// pointer on the harvesting character
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TDataSetRow _HarvesterRowId;
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TDataSetRow _HarvesterRowId;
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/// skill used to harvest this creature
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/// skill used to harvest this creature
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@ -14167,7 +14167,7 @@ void CCharacter::sendCloseTempInventoryImpulsion()
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BOMB_IF(isRecursing,"CCharacter::sendCloseTempInventoryImpulsion is recursing!",return); // **** Temp Fix 2/4 **** //
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BOMB_IF(isRecursing,"CCharacter::sendCloseTempInventoryImpulsion is recursing!",return); // **** Temp Fix 2/4 **** //
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isRecursing= true; // **** Temp Fix 3/4 **** //
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isRecursing= true; // **** Temp Fix 3/4 **** //
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getAllTempInventoryItems();
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getAllTempInventoryItems(false);
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CMessage msgout( "IMPULSION_ID" );
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CMessage msgout( "IMPULSION_ID" );
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msgout.serial( _Id );
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msgout.serial( _Id );
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@ -2623,13 +2623,13 @@ public:
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CGameItemPtr createItemInInventoryFreeSlot(INVENTORIES::TInventory invId, uint16 obtainedQuality, uint32 quantity, const NLMISC::CSheetId & obtainedItem, const NLMISC::CEntityId & creatorId = NLMISC::CEntityId::Unknown, const std::string * phraseId = NULL);
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CGameItemPtr createItemInInventoryFreeSlot(INVENTORIES::TInventory invId, uint16 obtainedQuality, uint32 quantity, const NLMISC::CSheetId & obtainedItem, const NLMISC::CEntityId & creatorId = NLMISC::CEntityId::Unknown, const std::string * phraseId = NULL);
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/// action on an item in the temp inventory (move it to bag)
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/// action on an item in the temp inventory (move it to bag)
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void itemTempInventoryToBag(uint32 scrSlot);
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void itemTempInventoryToBag(uint32 scrSlot, bool sendCloseTempImpulsion = true);
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/// clear temp inventory
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/// clear temp inventory
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void clearTempInventory();
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void clearTempInventory();
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/// get all items in temp inventory
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/// get all items in temp inventory
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void getAllTempInventoryItems();
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void getAllTempInventoryItems(bool sendCloseTempImpulsion = true);
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/// return true if temp inventory is empty
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/// return true if temp inventory is empty
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bool tempInventoryEmpty();
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bool tempInventoryEmpty();
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@ -1841,7 +1841,7 @@ CGameItemPtr CCharacter::createItemInInventoryFreeSlot(INVENTORIES::TInventory i
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}
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}
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// ****************************************************************************
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// ****************************************************************************
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void CCharacter::itemTempInventoryToBag(uint32 srcSlot)
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void CCharacter::itemTempInventoryToBag(uint32 srcSlot, bool sendCloseTempImpulsion)
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{
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{
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H_AUTO(CCharacter_itemTempInventoryToBag);
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H_AUTO(CCharacter_itemTempInventoryToBag);
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@ -2015,7 +2015,7 @@ void CCharacter::itemTempInventoryToBag(uint32 srcSlot)
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CWorldInstances::instance().msgToAIInstance(getInstanceNumber(), msg);
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CWorldInstances::instance().msgToAIInstance(getInstanceNumber(), msg);
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}
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}
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endHarvest();
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endHarvest(sendCloseTempImpulsion);
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leaveTempInventoryMode();
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leaveTempInventoryMode();
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}
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}
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@ -2108,12 +2108,12 @@ void CCharacter::itemTempInventoryToBag(uint32 srcSlot)
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}
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}
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// ****************************************************************************
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// ****************************************************************************
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void CCharacter::getAllTempInventoryItems()
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void CCharacter::getAllTempInventoryItems(bool sendCloseTempImpulsion)
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{
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{
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H_AUTO(CCharacter_getAllTempInventoryItems);
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H_AUTO(CCharacter_getAllTempInventoryItems);
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for (uint i = 0 ; i < INVENTORIES::NbTempInvSlots; ++i)
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for (uint i = 0 ; i < INVENTORIES::NbTempInvSlots; ++i)
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itemTempInventoryToBag(i);
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itemTempInventoryToBag(i, sendCloseTempImpulsion);
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}
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}
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// ****************************************************************************
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// ****************************************************************************
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