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@ -759,13 +759,13 @@ void CheckInvCut(Player &player, Point cursorPosition, bool automaticMove, bool
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break; |
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case ILOC_ONEHAND: |
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// User is attempting to move a weapon (left hand)
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if (player.InvList[iv - 1]._iClass == player.InvBody[INVLOC_HAND_LEFT]._iClass |
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&& player.GetItemLocation(player.InvList[iv - 1]) == player.GetItemLocation(player.InvBody[INVLOC_HAND_LEFT])) { |
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if (holdItem._iClass == player.InvBody[INVLOC_HAND_LEFT]._iClass |
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&& player.GetItemLocation(holdItem) == player.GetItemLocation(player.InvBody[INVLOC_HAND_LEFT])) { |
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invloc = INVLOC_HAND_LEFT; |
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} |
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// User is attempting to move a shield (right hand)
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if (player.InvList[iv - 1]._iClass == player.InvBody[INVLOC_HAND_RIGHT]._iClass |
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&& player.GetItemLocation(player.InvList[iv - 1]) == player.GetItemLocation(player.InvBody[INVLOC_HAND_RIGHT])) { |
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if (holdItem._iClass == player.InvBody[INVLOC_HAND_RIGHT]._iClass |
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&& player.GetItemLocation(holdItem) == player.GetItemLocation(player.InvBody[INVLOC_HAND_RIGHT])) { |
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invloc = INVLOC_HAND_RIGHT; |
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} |
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// A two-hand item can always be replaced with a one-hand item
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@ -808,14 +808,12 @@ void CheckInvCut(Player &player, Point cursorPosition, bool automaticMove, bool
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} |
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// Empty the identified InvBody slot (invloc) and hand over to AutoEquip
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if (invloc != NUM_INVLOC) { |
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holdItem = player.InvBody[invloc]; |
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if (player.InvBody[invloc]._itype != ItemType::None) { |
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if (AutoPlaceItemInInventory(player, holdItem, true)) { |
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if (!player.InvBody[invloc].isEmpty()) { |
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if (AutoPlaceItemInInventory(player, player.InvBody[invloc], true)) { |
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player.InvBody[invloc].clear(); |
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} |
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} |
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} |
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holdItem = player.InvList[iv - 1]; |
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automaticallyMoved = automaticallyEquipped = AutoEquip(player, holdItem, true, &player == MyPlayer); |
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} |
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} |
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