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authorpeterbell10 <peterbell10@live.co.uk>2018-01-15 12:35:27 +0100
committerGitHub <noreply@github.com>2018-01-15 12:35:27 +0100
commita72891fbb091440711cbbf95db7a433d641fcc6c (patch)
tree79fb7a31350ff1f8a491be2b4adcc5d7231996dd /src/UI/Window.h
parentRename cEntity swim states (#3996) (diff)
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Diffstat (limited to 'src/UI/Window.h')
-rw-r--r--src/UI/Window.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/UI/Window.h b/src/UI/Window.h
index bdd489d32..65fbc3756 100644
--- a/src/UI/Window.h
+++ b/src/UI/Window.h
@@ -169,7 +169,7 @@ public:
If a_BackFill is true, the areas will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */
void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
- /** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
+ /** Called on DblClicking to collect all stackable items from all areas into hand.
The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting.
Returns true if full stack has been collected, false if there's space remaining to fill. */