feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
251
Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp
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251
Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp
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#include "stdafx.h"
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#include "IUIScene_HorseInventoryMenu.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.entity.animal.h"
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IUIScene_AbstractContainerMenu::ESceneSection IUIScene_HorseInventoryMenu::GetSectionAndSlotInDirection( ESceneSection eSection, ETapState eTapDirection, int *piTargetX, int *piTargetY )
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{
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ESceneSection newSection = eSection;
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int xOffset = 0;
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int yOffset = 0;
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// Find the new section if there is one
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switch( eSection )
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{
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case eSectionHorseUsing:
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if(eTapDirection == eTapStateDown)
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{
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if(m_horse->isChestedHorse() && *piTargetX >= 4)
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{
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newSection = eSectionHorseChest;
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xOffset = 4;
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}
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else
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{
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newSection = eSectionHorseSaddle;
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}
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}
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else if(eTapDirection == eTapStateUp)
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{
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newSection = eSectionHorseInventory;
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}
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break;
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case eSectionHorseInventory:
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if(eTapDirection == eTapStateDown)
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{
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newSection = eSectionHorseUsing;
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}
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else if(eTapDirection == eTapStateUp)
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{
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if(m_horse->isChestedHorse() && *piTargetX >= 4)
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{
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xOffset = 4;
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newSection = eSectionHorseChest;
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}
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else if(m_horse->canWearArmor())
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{
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newSection = eSectionHorseArmor;
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}
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else
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{
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newSection = eSectionHorseSaddle;
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}
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}
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break;
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case eSectionHorseChest:
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if(eTapDirection == eTapStateDown)
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{
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xOffset = -4;
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newSection = eSectionHorseInventory;
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}
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else if(eTapDirection == eTapStateUp)
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{
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xOffset = -4;
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newSection = eSectionHorseUsing;
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}
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else if(eTapDirection == eTapStateLeft)
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{
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if(*piTargetX < 0)
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{
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if(m_horse->canWearArmor() && *piTargetY == 1)
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{
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newSection = eSectionHorseArmor;
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}
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else if( *piTargetY == 0)
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{
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newSection = eSectionHorseSaddle;
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}
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}
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}
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else if(eTapDirection == eTapStateRight)
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{
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if(*piTargetX >= getSectionColumns(eSectionHorseChest))
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{
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if(m_horse->canWearArmor() && *piTargetY == 1)
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{
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newSection = eSectionHorseArmor;
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}
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else if( *piTargetY == 0)
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{
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newSection = eSectionHorseSaddle;
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}
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}
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}
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break;
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case eSectionHorseArmor:
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if(eTapDirection == eTapStateDown)
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{
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if(m_horse->isChestedHorse())
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{
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newSection = eSectionHorseChest;
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}
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else
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{
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newSection = eSectionHorseInventory;
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}
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}
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else if(eTapDirection == eTapStateUp)
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{
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newSection = eSectionHorseSaddle;
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}
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else if(eTapDirection == eTapStateRight)
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{
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if(m_horse->isChestedHorse())
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{
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yOffset = -1;
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*piTargetX = 0;
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newSection = eSectionHorseChest;
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}
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}
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else if(eTapDirection == eTapStateLeft)
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{
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if(m_horse->isChestedHorse())
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{
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yOffset = -1;
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*piTargetX = getSectionColumns(eSectionHorseChest);
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newSection = eSectionHorseChest;
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}
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}
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break;
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case eSectionHorseSaddle:
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if(eTapDirection == eTapStateDown)
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{
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if(m_horse->canWearArmor())
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{
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newSection = eSectionHorseArmor;
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}
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else
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{
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newSection = eSectionHorseInventory;
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}
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}
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else if(eTapDirection == eTapStateUp)
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{
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newSection = eSectionHorseUsing;
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}
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else if(eTapDirection == eTapStateRight)
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{
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if(m_horse->isChestedHorse())
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{
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*piTargetX = 0;
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newSection = eSectionHorseChest;
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}
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}
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else if(eTapDirection == eTapStateLeft)
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{
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if(m_horse->isChestedHorse())
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{
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*piTargetX = getSectionColumns(eSectionHorseChest);
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newSection = eSectionHorseChest;
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}
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}
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break;
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default:
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assert(false);
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break;
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}
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updateSlotPosition(eSection, newSection, eTapDirection, piTargetX, piTargetY, xOffset, yOffset);
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return newSection;
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}
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// TODO: Offset will vary by type of horse, add in once horse menu and horse entity are implemented
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int IUIScene_HorseInventoryMenu::getSectionStartOffset(ESceneSection eSection)
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{
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int offset = 0;
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switch( eSection )
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{
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case eSectionHorseSaddle:
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offset = EntityHorse::INV_SLOT_SADDLE;
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break;
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case eSectionHorseArmor:
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offset = EntityHorse::INV_SLOT_ARMOR;
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break;
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case eSectionHorseChest:
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offset = EntityHorse::INV_BASE_COUNT;
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break;
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case eSectionHorseInventory:
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offset = EntityHorse::INV_BASE_COUNT;
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if(m_horse->isChestedHorse())
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{
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offset += EntityHorse::INV_DONKEY_CHEST_COUNT;
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}
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break;
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case eSectionHorseUsing:
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offset = EntityHorse::INV_BASE_COUNT + 27;
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if(m_horse->isChestedHorse())
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{
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offset += EntityHorse::INV_DONKEY_CHEST_COUNT;
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}
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break;
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default:
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assert( false );
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break;
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}
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return offset;
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}
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bool IUIScene_HorseInventoryMenu::IsSectionSlotList( ESceneSection eSection )
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{
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switch( eSection )
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{
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case eSectionHorseChest:
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if(!m_horse->isChestedHorse())
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return false;
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else
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return true;
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case eSectionHorseArmor:
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if(!m_horse->canWearArmor())
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return false;
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else
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return true;
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case eSectionHorseSaddle:
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case eSectionHorseInventory:
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case eSectionHorseUsing:
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return true;
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}
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return false;
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}
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bool IUIScene_HorseInventoryMenu::IsVisible( ESceneSection eSection )
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{
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switch( eSection )
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{
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case eSectionHorseChest:
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if(!m_horse->isChestedHorse())
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return false;
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else
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return true;
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case eSectionHorseArmor:
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if(!m_horse->canWearArmor())
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return false;
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else
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return true;
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case eSectionHorseSaddle:
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case eSectionHorseInventory:
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case eSectionHorseUsing:
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return true;
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}
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return false;
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}
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