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:
338
Minecraft.Client/Common/UI/UIScene_HorseInventoryMenu.cpp
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338
Minecraft.Client/Common/UI/UIScene_HorseInventoryMenu.cpp
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#include "stdafx.h"
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#include "UI.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.entity.animal.h"
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#include "MultiPlayerLocalPlayer.h"
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#include "..\..\Minecraft.h"
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#include "UIScene_HorseInventoryMenu.h"
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UIScene_HorseInventoryMenu::UIScene_HorseInventoryMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene_AbstractContainerMenu(iPad, parentLayer)
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{
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// Setup all the Iggy references we need for this scene
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initialiseMovie();
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HorseScreenInput *initData = (HorseScreenInput *)_initData;
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m_labelHorse.init( initData->container->getName() );
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m_inventory = initData->inventory;
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m_horse = initData->horse;
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if( pMinecraft->localgameModes[iPad] != NULL )
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{
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[iPad];
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m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
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gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Horse_Menu, this);
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}
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HorseInventoryMenu *horseMenu = new HorseInventoryMenu(initData->inventory, initData->container, initData->horse);
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int startSlot = EntityHorse::INV_BASE_COUNT;
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if(m_horse->isChestedHorse())
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{
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startSlot += EntityHorse::INV_DONKEY_CHEST_COUNT;
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}
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Initialize( iPad, horseMenu, true, startSlot, eSectionHorseUsing, eSectionHorseMax );
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m_slotSaddle.addSlots(EntityHorse::INV_SLOT_SADDLE,1);
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m_slotArmor.addSlots(EntityHorse::INV_SLOT_ARMOR,1);
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if(m_horse->isChestedHorse())
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{
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// also starts at one, because a donkey can't wear armor!
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m_slotListChest.addSlots(EntityHorse::INV_BASE_COUNT, EntityHorse::INV_DONKEY_CHEST_COUNT);
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}
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// remove horse inventory
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if(!m_horse->isChestedHorse())
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SetHasInventory(false);
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// cannot wear armor? remove armor slot!
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if(!m_horse->canWearArmor())
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SetIsDonkey(true);
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if(initData) delete initData;
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setIgnoreInput(false);
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//app.SetRichPresenceContext(iPad, CONTEXT_GAME_STATE_HORSE);
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}
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wstring UIScene_HorseInventoryMenu::getMoviePath()
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{
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if(app.GetLocalPlayerCount() > 1)
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{
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return L"HorseInventoryMenuSplit";
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}
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else
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{
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return L"HorseInventoryMenu";
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}
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}
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void UIScene_HorseInventoryMenu::handleReload()
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{
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int startSlot = EntityHorse::INV_BASE_COUNT;
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if(m_horse->isChestedHorse())
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{
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startSlot += EntityHorse::INV_DONKEY_CHEST_COUNT;
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}
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Initialize( m_iPad, m_menu, true, startSlot, eSectionHorseUsing, eSectionHorseMax );
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m_slotSaddle.addSlots(EntityHorse::INV_SLOT_SADDLE,1);
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m_slotArmor.addSlots(EntityHorse::INV_SLOT_ARMOR,1);
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if(m_horse->isChestedHorse())
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{
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// also starts at one, because a donkey can't wear armor!
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m_slotListChest.addSlots(EntityHorse::INV_BASE_COUNT, EntityHorse::INV_DONKEY_CHEST_COUNT);
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}
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// remove horse inventory
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if(!m_horse->isChestedHorse())
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SetHasInventory(false);
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// cannot wear armor? remove armor slot!
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if(!m_horse->canWearArmor())
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SetIsDonkey(true);
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}
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int UIScene_HorseInventoryMenu::getSectionColumns(ESceneSection eSection)
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{
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int cols = 0;
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switch( eSection )
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{
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case eSectionHorseArmor:
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cols = 1;
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break;
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case eSectionHorseSaddle:
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cols = 1;
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break;
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case eSectionHorseChest:
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cols = 5;
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break;
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case eSectionHorseInventory:
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cols = 9;
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break;
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case eSectionHorseUsing:
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cols = 9;
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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 cols;
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}
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int UIScene_HorseInventoryMenu::getSectionRows(ESceneSection eSection)
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{
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int rows = 0;
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switch( eSection )
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{
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case eSectionHorseArmor:
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rows = 1;
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break;
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case eSectionHorseSaddle:
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rows = 1;
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break;
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case eSectionHorseChest:
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rows = 3;
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break;
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case eSectionHorseInventory:
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rows = 3;
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break;
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case eSectionHorseUsing:
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rows = 1;
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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 rows;
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}
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void UIScene_HorseInventoryMenu::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition )
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{
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switch( eSection )
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{
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case eSectionHorseArmor:
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pPosition->x = m_slotArmor.getXPos();
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pPosition->y = m_slotArmor.getYPos();
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break;
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case eSectionHorseSaddle:
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pPosition->x = m_slotSaddle.getXPos();
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pPosition->y = m_slotSaddle.getYPos();
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break;
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case eSectionHorseChest:
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pPosition->x = m_slotListChest.getXPos();
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pPosition->y = m_slotListChest.getYPos();
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break;
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case eSectionHorseInventory:
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pPosition->x = m_slotListInventory.getXPos();
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pPosition->y = m_slotListInventory.getYPos();
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break;
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case eSectionHorseUsing:
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pPosition->x = m_slotListHotbar.getXPos();
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pPosition->y = m_slotListHotbar.getYPos();
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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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}
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void UIScene_HorseInventoryMenu::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize )
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{
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UIVec2D sectionSize;
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switch( eSection )
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{
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case eSectionHorseArmor:
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sectionSize.x = m_slotArmor.getWidth();
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sectionSize.y = m_slotArmor.getHeight();
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break;
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case eSectionHorseSaddle:
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sectionSize.x = m_slotSaddle.getWidth();
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sectionSize.y = m_slotSaddle.getHeight();
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break;
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case eSectionHorseChest:
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sectionSize.x = m_slotListChest.getWidth();
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sectionSize.y = m_slotListChest.getHeight();
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break;
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case eSectionHorseInventory:
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sectionSize.x = m_slotListInventory.getWidth();
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sectionSize.y = m_slotListInventory.getHeight();
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break;
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case eSectionHorseUsing:
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sectionSize.x = m_slotListHotbar.getWidth();
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sectionSize.y = m_slotListHotbar.getHeight();
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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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if(IsSectionSlotList(eSection))
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{
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int rows = getSectionRows(eSection);
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int cols = getSectionColumns(eSection);
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pSize->x = sectionSize.x/cols;
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pSize->y = sectionSize.y/rows;
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int itemCol = iItemIndex % cols;
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int itemRow = iItemIndex/cols;
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pPosition->x = itemCol * pSize->x;
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pPosition->y = itemRow * pSize->y;
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}
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else
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{
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GetPositionOfSection(eSection, pPosition);
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pSize->x = sectionSize.x;
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pSize->y = sectionSize.y;
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}
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}
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void UIScene_HorseInventoryMenu::setSectionSelectedSlot(ESceneSection eSection, int x, int y)
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{
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int cols = getSectionColumns(eSection);
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int index = (y * cols) + x;
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UIControl_SlotList *slotList = NULL;
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switch( eSection )
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{
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case eSectionHorseArmor:
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slotList = &m_slotArmor;
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break;
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case eSectionHorseSaddle:
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slotList = &m_slotSaddle;
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break;
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case eSectionHorseChest:
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slotList = &m_slotListChest;
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break;
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case eSectionHorseInventory:
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slotList = &m_slotListInventory;
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break;
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case eSectionHorseUsing:
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slotList = &m_slotListHotbar;
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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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slotList->setHighlightSlot(index);
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}
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UIControl *UIScene_HorseInventoryMenu::getSection(ESceneSection eSection)
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{
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UIControl *control = NULL;
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switch( eSection )
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{
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case eSectionHorseArmor:
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control = &m_slotArmor;
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break;
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case eSectionHorseSaddle:
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control = &m_slotSaddle;
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break;
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case eSectionHorseChest:
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control = &m_slotListChest;
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break;
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case eSectionHorseInventory:
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control = &m_slotListInventory;
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break;
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case eSectionHorseUsing:
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control = &m_slotListHotbar;
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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 control;
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}
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void UIScene_HorseInventoryMenu::customDraw(IggyCustomDrawCallbackRegion *region)
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{
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if(pMinecraft->localplayers[m_iPad] == NULL || pMinecraft->localgameModes[m_iPad] == NULL) return;
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if(wcscmp((wchar_t *)region->name,L"horse")==0)
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{
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// Setup GDraw, normal game render states and matrices
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CustomDrawData *customDrawRegion = ui.setupCustomDraw(this,region);
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delete customDrawRegion;
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m_horsePreview.render(region);
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// Finish GDraw and anything else that needs to be finalised
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ui.endCustomDraw(region);
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}
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else
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{
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UIScene_AbstractContainerMenu::customDraw(region);
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}
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}
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void UIScene_HorseInventoryMenu::SetHasInventory(bool bHasInventory)
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{
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app.DebugPrintf("SetHasInventory to %d\n", bHasInventory);
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IggyDataValue result;
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IggyDataValue value[1];
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value[0].type = IGGY_DATATYPE_boolean;
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value[0].boolval = bHasInventory;
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IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetHasInventory , 1 , value );
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}
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void UIScene_HorseInventoryMenu::SetIsDonkey(bool bSetIsDonkey)
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{
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app.DebugPrintf("SetIsDonkey to %d\n", bSetIsDonkey);
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IggyDataValue result;
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IggyDataValue value[1];
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value[0].type = IGGY_DATATYPE_boolean;
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value[0].boolval = bSetIsDonkey;
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IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetIsDonkey , 1 , value );
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}
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