rename useHotkey to useInventoryItem
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cb1e833e6e
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@ -278,12 +278,12 @@ void Game::useWith(const ThingPtr& fromThing, const ThingPtr& toThing)
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}
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}
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}
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}
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void Game::useHotkey(int itemId, const ThingPtr& toThing)
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void Game::useInventoryItem(int itemId, const ThingPtr& toThing)
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{
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{
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if(!m_online || !toThing || !checkBotProtection())
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if(!m_online || !toThing || !checkBotProtection())
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return;
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return;
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Position pos = Position(0xFFFF, 0, 0); // means that is a hotkey use
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Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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int toStackpos = getThingStackpos(toThing);
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int toStackpos = getThingStackpos(toThing);
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if(toStackpos == -1)
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if(toStackpos == -1)
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return;
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return;
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@ -64,7 +64,7 @@ public:
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void open(const ThingPtr& thing, int containerId);
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void open(const ThingPtr& thing, int containerId);
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void use(const ThingPtr& thing);
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void use(const ThingPtr& thing);
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void useWith(const ThingPtr& fromThing, const ThingPtr& toThing);
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void useWith(const ThingPtr& fromThing, const ThingPtr& toThing);
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void useHotkey(int itemId, const ThingPtr& toThing);
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void useInventoryItem(int itemId, const ThingPtr& toThing);
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// attack/follow related
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// attack/follow related
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void attack(const CreaturePtr& creature);
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void attack(const CreaturePtr& creature);
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@ -197,7 +197,7 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassStaticFunction<Game>("open", std::bind(&Game::open, &g_game, _1, _2));
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g_lua.bindClassStaticFunction<Game>("open", std::bind(&Game::open, &g_game, _1, _2));
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g_lua.bindClassStaticFunction<Game>("use", std::bind(&Game::use, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("use", std::bind(&Game::use, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("useWith", std::bind(&Game::useWith, &g_game, _1, _2));
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g_lua.bindClassStaticFunction<Game>("useWith", std::bind(&Game::useWith, &g_game, _1, _2));
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g_lua.bindClassStaticFunction<Game>("useHotkey", std::bind(&Game::useHotkey, &g_game, _1, _2));
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g_lua.bindClassStaticFunction<Game>("useInventoryItem", std::bind(&Game::useInventoryItem, &g_game, _1, _2));
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g_lua.bindClassStaticFunction<Game>("walk", std::bind(&Game::walk, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("walk", std::bind(&Game::walk, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("forceWalk", std::bind(&Game::forceWalk, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("forceWalk", std::bind(&Game::forceWalk, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("attack", std::bind(&Game::attack, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("attack", std::bind(&Game::attack, &g_game, _1));
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