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72
Minecraft.Client/Common/UI/IUIScene_InventoryMenu.cpp
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72
Minecraft.Client/Common/UI/IUIScene_InventoryMenu.cpp
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#include "stdafx.h"
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#include "IUIScene_InventoryMenu.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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IUIScene_AbstractContainerMenu::ESceneSection IUIScene_InventoryMenu::GetSectionAndSlotInDirection( ESceneSection eSection, ETapState eTapDirection, int *piTargetX, int *piTargetY )
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{
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ESceneSection newSection = eSection;
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// Find the new section if there is one
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switch( eSection )
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{
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case eSectionInventoryArmor:
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if(eTapDirection == eTapStateDown)
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{
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newSection = eSectionInventoryInventory;
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}
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else if(eTapDirection == eTapStateUp)
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{
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newSection = eSectionInventoryUsing;
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}
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break;
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case eSectionInventoryInventory:
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if(eTapDirection == eTapStateDown)
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{
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newSection = eSectionInventoryUsing;
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}
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else if(eTapDirection == eTapStateUp)
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{
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newSection = eSectionInventoryArmor;
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}
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break;
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case eSectionInventoryUsing:
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if(eTapDirection == eTapStateDown)
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{
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newSection = eSectionInventoryArmor;
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}
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else if(eTapDirection == eTapStateUp)
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{
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newSection = eSectionInventoryInventory;
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}
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break;
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default:
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assert( false );
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break;
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}
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updateSlotPosition(eSection, newSection, eTapDirection, piTargetX, piTargetY, 0);
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return newSection;
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}
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int IUIScene_InventoryMenu::getSectionStartOffset(ESceneSection eSection)
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{
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int offset = 0;
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switch( eSection )
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{
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case eSectionInventoryArmor:
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offset = InventoryMenu::ARMOR_SLOT_START;
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break;
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case eSectionInventoryInventory:
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offset = InventoryMenu::INV_SLOT_START;
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break;
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case eSectionInventoryUsing:
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offset = InventoryMenu::INV_SLOT_START + 27;
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break;
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default:
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assert( false );
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break;
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}
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return offset;
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}
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