- made Blood's inventory cycle-able.

IMO it's a totally annoying limitations to block wraparound of the cursor.
This commit is contained in:
Christoph Oelckers 2020-08-27 22:29:45 +02:00
parent 447573aa36
commit e0ca98602d

View file

@ -545,29 +545,42 @@ void packPrevItem(PLAYER *pPlayer)
{
if (pPlayer->packItemTime > 0)
{
for (int nPrev = ClipLow(pPlayer->packItemId-1,0); nPrev >= 0; nPrev--)
for (int i = 0; i < 2; i++)
{
if (pPlayer->packSlots[nPrev].curAmount)
for (int nPrev = pPlayer->packItemId-1; nPrev >= 0; nPrev--)
{
pPlayer->packItemId = nPrev;
break;
if (pPlayer->packSlots[nPrev].curAmount)
{
pPlayer->packItemId = nPrev;
pPlayer->packItemTime = 600;
return;
}
}
pPlayer->packItemId = 4;
if (pPlayer->packSlots[4].curAmount) break;
}
}
pPlayer->packItemTime = 600;
}
void packNextItem(PLAYER *pPlayer)
void packNextItem(PLAYER* pPlayer)
{
if (pPlayer->packItemTime > 0)
{
for (int nNext = ClipHigh(pPlayer->packItemId+1,5); nNext < 5; nNext++)
for (int i = 0; i < 2; i++)
{
if (pPlayer->packSlots[nNext].curAmount)
for (int nNext = pPlayer->packItemId + 1; nNext < 5; nNext++)
{
pPlayer->packItemId = nNext;
break;
if (pPlayer->packSlots[nNext].curAmount)
{
pPlayer->packItemId = nNext;
pPlayer->packItemTime = 600;
return;
}
}
pPlayer->packItemId = 0;
if (pPlayer->packSlots[0].curAmount) break;
}
}
pPlayer->packItemTime = 600;