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@ -772,21 +772,17 @@ Point FindClosestStashSlot(Point mousePos)
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/**
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* @brief Figures out where on the body to move when on the first row |
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*/ |
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Point InventoryMoveToBody(int slot) |
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inv_xy_slot InventoryMoveToBody(int slot) |
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{ |
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PreviousInventoryColumn = slot - SLOTXY_INV_ROW1_FIRST; |
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if (slot <= SLOTXY_INV_ROW1_FIRST + 2) { // first 3 general slots
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Slot = SLOTXY_RING_LEFT; |
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return InvGetEquipSlotCoord(INVLOC_RING_LEFT); |
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} else if (slot <= SLOTXY_INV_ROW1_FIRST + 6) { // middle 4 general slots
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Slot = SLOTXY_CHEST_FIRST; |
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return InvGetEquipSlotCoord(INVLOC_CHEST); |
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} else { // last 3 general slots
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Slot = SLOTXY_RING_RIGHT; |
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return InvGetEquipSlotCoord(INVLOC_RING_RIGHT); |
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return SLOTXY_RING_LEFT; |
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} |
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return GetSlotCoord(0); |
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if (slot <= SLOTXY_INV_ROW1_FIRST + 6) { // middle 4 general slots
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return SLOTXY_CHEST_FIRST; |
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} |
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// last 3 general slots
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return SLOTXY_RING_RIGHT; |
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} |
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void InventoryMove(AxisDirection dir) |
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@ -932,7 +928,8 @@ void InventoryMove(AxisDirection dir)
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} |
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} else { |
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if (Slot >= SLOTXY_INV_ROW1_FIRST && Slot <= SLOTXY_INV_ROW1_LAST) { |
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mousePos = InventoryMoveToBody(Slot); |
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Slot = InventoryMoveToBody(Slot); |
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mousePos = InvGetEquipSlotCoordFromInvSlot(Slot); |
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} else if (Slot == SLOTXY_CHEST_FIRST || Slot == SLOTXY_HAND_LEFT_FIRST) { |
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Slot = SLOTXY_HEAD_FIRST; |
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mousePos = InvGetEquipSlotCoord(INVLOC_HEAD); |
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@ -950,7 +947,8 @@ void InventoryMove(AxisDirection dir)
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if (itemId != 0) { |
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for (int i = 1; i < 5; i++) { |
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if (Slot - i * INV_ROW_SLOT_SIZE < SLOTXY_INV_ROW1_FIRST) { |
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mousePos = InventoryMoveToBody(Slot - (i - 1) * INV_ROW_SLOT_SIZE); |
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Slot = InventoryMoveToBody(Slot - (i - 1) * INV_ROW_SLOT_SIZE); |
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mousePos = InvGetEquipSlotCoordFromInvSlot(Slot); |
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break; |
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} |
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if (itemId != GetItemIdOnSlot(Slot - i * INV_ROW_SLOT_SIZE)) { |
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