Few minor fixes.
* Fixed count window. * Other small things.
This commit is contained in:
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);
|
||||
|
|
Loading…
Reference in New Issue