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authorHowaner <franzi.moos@googlemail.com>2014-07-18 16:38:59 +0200
committerHowaner <franzi.moos@googlemail.com>2014-07-18 16:38:59 +0200
commite32b0ce4fa1e81c48a5036bc4c43112fda7ffada (patch)
tree69ed1fe72c57e61dff91db0cb13dbf7ea4baa32c
parentFixed the armor slot in creative mode. Also removed that armor get directly to the armor slot. It is extremely buggy and unnecessary. (diff)
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-rw-r--r--src/UI/SlotArea.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index f331c2fc2..6f4f65ca3 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -1866,6 +1866,7 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
{
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
+ // Creative inventory must treat a_ClickedItem as a DraggedItem instead, replacing the inventory slot with it
if (a_Player.IsGameModeCreative() && (m_ParentWindow.GetWindowType() == cWindow::wtInventory))
{
if ((a_ClickAction == caDropKey) || (a_ClickAction == caCtrlDropKey))
@@ -1874,7 +1875,6 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
return;
}
- // Creative inventory must treat a_ClickedItem as a DraggedItem instead, replacing the inventory slot with it
SetSlot(a_SlotNum, a_Player, a_ClickedItem);
return;
}