rename useHotkey to useInventoryItem

master
Eduardo Bart 13 years ago
parent cb1e833e6e
commit a1cee1e855

@ -278,12 +278,12 @@ void Game::useWith(const ThingPtr& fromThing, const ThingPtr& toThing)
} }
} }
void Game::useHotkey(int itemId, const ThingPtr& toThing) void Game::useInventoryItem(int itemId, const ThingPtr& toThing)
{ {
if(!m_online || !toThing || !checkBotProtection()) if(!m_online || !toThing || !checkBotProtection())
return; return;
Position pos = Position(0xFFFF, 0, 0); // means that is a hotkey use Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
int toStackpos = getThingStackpos(toThing); int toStackpos = getThingStackpos(toThing);
if(toStackpos == -1) if(toStackpos == -1)
return; return;

@ -64,7 +64,7 @@ public:
void open(const ThingPtr& thing, int containerId); void open(const ThingPtr& thing, int containerId);
void use(const ThingPtr& thing); void use(const ThingPtr& thing);
void useWith(const ThingPtr& fromThing, const ThingPtr& toThing); void useWith(const ThingPtr& fromThing, const ThingPtr& toThing);
void useHotkey(int itemId, const ThingPtr& toThing); void useInventoryItem(int itemId, const ThingPtr& toThing);
// attack/follow related // attack/follow related
void attack(const CreaturePtr& creature); void attack(const CreaturePtr& creature);

@ -197,7 +197,7 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassStaticFunction<Game>("open", std::bind(&Game::open, &g_game, _1, _2)); g_lua.bindClassStaticFunction<Game>("open", std::bind(&Game::open, &g_game, _1, _2));
g_lua.bindClassStaticFunction<Game>("use", std::bind(&Game::use, &g_game, _1)); g_lua.bindClassStaticFunction<Game>("use", std::bind(&Game::use, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("useWith", std::bind(&Game::useWith, &g_game, _1, _2)); g_lua.bindClassStaticFunction<Game>("useWith", std::bind(&Game::useWith, &g_game, _1, _2));
g_lua.bindClassStaticFunction<Game>("useHotkey", std::bind(&Game::useHotkey, &g_game, _1, _2)); g_lua.bindClassStaticFunction<Game>("useInventoryItem", std::bind(&Game::useInventoryItem, &g_game, _1, _2));
g_lua.bindClassStaticFunction<Game>("walk", std::bind(&Game::walk, &g_game, _1)); g_lua.bindClassStaticFunction<Game>("walk", std::bind(&Game::walk, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("forceWalk", std::bind(&Game::forceWalk, &g_game, _1)); g_lua.bindClassStaticFunction<Game>("forceWalk", std::bind(&Game::forceWalk, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("attack", std::bind(&Game::attack, &g_game, _1)); g_lua.bindClassStaticFunction<Game>("attack", std::bind(&Game::attack, &g_game, _1));

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