Now SAOs will reflect changes to their temporary inventory object
Also, the temp item wasn't being deleted, might have been a memory leak. Now you will only eat 1 item off a stack
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@ -226,6 +226,11 @@ void ItemSAO::rightClick(Player *player)
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if(to_be_deleted)
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if(to_be_deleted)
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m_removed = true;
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m_removed = true;
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else
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// Reflect changes to the item here
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m_inventorystring = item->getItemString();
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delete item;
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}
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}
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/*
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/*
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@ -122,16 +122,20 @@ InventoryItem* InventoryItem::deSerialize(std::istream &is)
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}
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}
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}
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}
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std::string InventoryItem::getItemString() {
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// Get item string
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std::ostringstream os(std::ios_base::binary);
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serialize(os);
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return os.str();
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}
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ServerActiveObject* InventoryItem::createSAO(ServerEnvironment *env, u16 id, v3f pos)
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ServerActiveObject* InventoryItem::createSAO(ServerEnvironment *env, u16 id, v3f pos)
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{
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{
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/*
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/*
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Create an ItemSAO
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Create an ItemSAO
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*/
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*/
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// Get item string
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std::ostringstream os(std::ios_base::binary);
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serialize(os);
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// Create object
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// Create object
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ServerActiveObject *obj = new ItemSAO(env, 0, pos, os.str());
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ServerActiveObject *obj = new ItemSAO(env, 0, pos, getItemString());
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return obj;
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return obj;
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}
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}
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@ -200,12 +204,17 @@ bool CraftItem::use(ServerEnvironment *env, Player *player)
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{
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{
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if(item_craft_is_eatable(m_subname))
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if(item_craft_is_eatable(m_subname))
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{
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{
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u16 result_count = getCount() - 1; // Eat one at a time
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s16 hp_change = item_craft_eat_hp_change(m_subname);
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s16 hp_change = item_craft_eat_hp_change(m_subname);
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if(player->hp + hp_change > 20)
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if(player->hp + hp_change > 20)
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player->hp = 20;
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player->hp = 20;
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else
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else
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player->hp += hp_change;
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player->hp += hp_change;
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return true;
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if(result_count < 1)
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return true;
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else
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setCount(result_count);
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}
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}
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return false;
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return false;
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}
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}
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@ -58,6 +58,8 @@ public:
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#endif
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#endif
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// Shall return a text to show in the GUI
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// Shall return a text to show in the GUI
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virtual std::string getText() { return ""; }
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virtual std::string getText() { return ""; }
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// Returns the string used for inventory
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virtual std::string getItemString();
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// Creates an object from the item, to be placed in the world.
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// Creates an object from the item, to be placed in the world.
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virtual ServerActiveObject* createSAO(ServerEnvironment *env, u16 id, v3f pos);
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virtual ServerActiveObject* createSAO(ServerEnvironment *env, u16 id, v3f pos);
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// Gets amount of items that dropping one SAO will decrement
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// Gets amount of items that dropping one SAO will decrement
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