Few minor fixes.

* Fixed count window.
* Other small things.
master
BeniS 11 years ago
parent befe480ec3
commit 5a278ef4ec

@ -11,6 +11,7 @@ CountWindow < MainWindow
height: 0
phantom: true
padding-bottom: -40
focusable: true
Item
id: item

@ -761,9 +761,9 @@ void Game::use(const ThingPtr& thing)
Position pos = thing->getPosition();
if(!pos.isValid()) // virtual item
pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
pos = Position(0xFFFF, 0, 0); // inventory item
// some itens, e.g. parcel, are not set as containers but they are.
// some items, e.g. parcel, are not set as containers but they are.
// always try to use these items in free container slots.
m_protocolGame->sendUseItem(pos, thing->getId(), thing->getStackPos(), findEmptyContainerId());
}

@ -223,7 +223,7 @@ void LocalPlayer::stopWalk()
m_lastPrewalkDestionation = Position();
}
std::vector<Otc::Direction> LocalPlayer::calculateAutoWalk(std::vector<Otc::Direction>& dirs)
std::vector<Otc::Direction>& LocalPlayer::calculateAutoWalk(std::vector<Otc::Direction>& dirs)
{
if(dirs.size() > Otc::MAX_AUTOWALK_DIST) {
// populate auto walk queue

@ -41,7 +41,7 @@ public:
void updateAutoWalkSteps(bool walkFailed = false);
bool autoWalk(const Position& destination);
bool canWalk(Otc::Direction direction);
std::vector<Otc::Direction> calculateAutoWalk(std::vector<Otc::Direction>& dirs);
std::vector<Otc::Direction>& calculateAutoWalk(std::vector<Otc::Direction>& dirs);
void setStates(int states);
void setSkill(Otc::Skill skill, int level, int levelPercent);

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