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@ -1659,7 +1659,7 @@ void cPlayer::LoadPermissionsFromDisk()
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bool cPlayer::LoadFromDisk(cWorld * a_World)
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bool cPlayer::LoadFromDisk(cWorld *& a_World)
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{
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{
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a_World = cRoot::Get()->GetWorld(GetLoadedWorldName());
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a_World = cRoot::Get()->GetWorld(GetLoadedWorldName());
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if (a_World == NULL)
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if (a_World == NULL)
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@ -127,7 +127,7 @@ public:
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inline const cItem & GetEquippedItem(void) const { return GetInventory().GetEquippedItem(); } // tolua_export
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inline const cItem & GetEquippedItem(void) const { return GetInventory().GetEquippedItem(); } // tolua_export
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/** Returns whether the player is climbing (ladders, vines e.t.c). */
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/** Returns whether the player is climbing (ladders, vines etc.) */
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bool IsClimbing(void) const;
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bool IsClimbing(void) const;
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virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override;
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virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override;
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@ -330,8 +330,13 @@ public:
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virtual bool MoveToWorld(const AString & a_WorldName, cWorld * a_World = NULL) override; // tolua_export
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virtual bool MoveToWorld(const AString & a_WorldName, cWorld * a_World = NULL) override; // tolua_export
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/** Saves all player data, such as inventory, to JSON */
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bool SaveToDisk(void);
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bool SaveToDisk(void);
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bool LoadFromDisk(cWorld * a_World);
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/** Loads player data from JSON to the object
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Takes a (NULL) cWorld pointer which it will assign a value to based on either the loaded world or default world
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*/
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bool LoadFromDisk(cWorld *& a_World);
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void LoadPermissionsFromDisk(void); // tolua_export
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void LoadPermissionsFromDisk(void); // tolua_export
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const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
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const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
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@ -342,8 +347,7 @@ public:
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void SendExperience(void);
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void SendExperience(void);
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// In UI windows, the item that the player is dragging:
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/** In UI windows, the item that the player is dragging */
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bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); }
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cItem & GetDraggingItem(void) {return m_DraggingItem; }
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cItem & GetDraggingItem(void) {return m_DraggingItem; }
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// In UI windows, when inventory-painting:
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// In UI windows, when inventory-painting:
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@ -283,7 +283,7 @@ void cWindow::OpenedByPlayer(cPlayer & a_Player)
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bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
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bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
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{
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{
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// Checks whether the player is still holding an item
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// Checks whether the player is still holding an item
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if (a_Player.IsDraggingItem())
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if (!a_Player.GetDraggingItem().IsEmpty())
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{
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{
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LOGD("Player holds item! Dropping it...");
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LOGD("Player holds item! Dropping it...");
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a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
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a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
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