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authorandrew <xdotftw@gmail.com>2014-02-17 15:27:12 +0100
committerandrew <xdotftw@gmail.com>2014-02-17 15:27:12 +0100
commit3b24bc870bb39a8b8812ed307250e1188b9ff788 (patch)
tree8b6cf830e06a0fe6bd1eb8769ba571f9316a4707 /src/Inventory.cpp
parentcMap::UpdateRadius (diff)
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Diffstat (limited to '')
-rw-r--r--src/Inventory.cpp25
1 files changed, 25 insertions, 0 deletions
diff --git a/src/Inventory.cpp b/src/Inventory.cpp
index 0e1cedc85..7f434adfd 100644
--- a/src/Inventory.cpp
+++ b/src/Inventory.cpp
@@ -515,6 +515,31 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size,
+void cInventory::UpdateItems(void)
+{
+ const cItem & Slot = GetEquippedItem();
+
+ if (Slot.IsEmpty())
+ {
+ return;
+ }
+
+ switch (Slot.m_ItemType)
+ {
+ case E_ITEM_MAP:
+ {
+ ItemHandler(Slot.m_ItemType)->OnUpdate(m_Owner.GetWorld(), &m_Owner, Slot);
+ break;
+ }
+
+ default: break;
+ }
+}
+
+
+
+
+
void cInventory::SaveToJson(Json::Value & a_Value)
{
// The JSON originally included the 4 crafting slots and the result, so we have to put empty items there, too: