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Fix inventory replace bug
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c2d23ff9cc
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@ -818,7 +818,7 @@ void InventoryList::moveItemSomewhere(u32 i, InventoryList *dest, u32 count)
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}
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u32 InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i,
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u32 count, bool swap_if_needed)
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u32 count, bool swap_if_needed, bool *did_swap)
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{
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if(this == dest && i == dest_i)
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return count;
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@ -850,6 +850,10 @@ u32 InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i,
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// If olditem is returned, nothing was added.
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// Swap the items
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if (nothing_added && swap_if_needed) {
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// Tell that we swapped
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if (did_swap != NULL) {
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*did_swap = true;
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}
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// Take item from source list
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item1 = changeItem(i, ItemStack());
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// Adding was not possible, swap the items.
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@ -246,7 +246,7 @@ public:
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// count is the maximum number of items to move (0 for everything)
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// returns number of moved items
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u32 moveItem(u32 i, InventoryList *dest, u32 dest_i,
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u32 count = 0, bool swap_if_needed = true);
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u32 count = 0, bool swap_if_needed = true, bool *did_swap = NULL);
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// like moveItem, but without a fixed destination index
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// also with optional rollback recording
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@ -375,8 +375,9 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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If something is wrong (source item is empty, destination is the
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same as source), nothing happens
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*/
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bool did_swap = false;
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move_count = list_from->moveItem(from_i,
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list_to, to_i, count, !caused_by_move_somewhere);
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list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
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// If source is infinite, reset it's stack
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if (src_can_take_count == -1) {
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@ -397,7 +398,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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}
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}
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}
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if (move_count > 0) {
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if (move_count > 0 || did_swap) {
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list_from->deleteItem(from_i);
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list_from->addItem(from_i, from_stack_was);
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}
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