From cf87169737fdeeee7d4b160688bbed7194e46147 Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Fri, 24 May 2013 07:30:39 +0000 Subject: Refactored cInventory to use cItemGrid for the actual Storage This makes the API more orthogonal and is easier to use in the plugins. Also changes in the inventory are now propagated to the needed places (armor updates to BroadcastEntityEquipment etc.) even when the inventory is changed by a plugin. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1503 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Items/ItemDye.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'source/Items/ItemDye.h') diff --git a/source/Items/ItemDye.h b/source/Items/ItemDye.h index ab9ff3f60..e4c31fa4b 100644 --- a/source/Items/ItemDye.h +++ b/source/Items/ItemDye.h @@ -22,15 +22,15 @@ public: virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override { // TODO: Handle coloring the sheep, too (OnItemUseOnEntity maybe) + // Handle growing the plants: if (a_Item.m_ItemDamage == E_META_DYE_WHITE) { if (a_World->GrowRipePlant(a_BlockX, a_BlockY, a_BlockZ, true)) { - if (a_Player->GetGameMode() != eGameMode_Creative) + if (a_Player->GetGameMode() != gmCreative) { - cItem Item(a_Item.m_ItemType, 1, a_Item.m_ItemDamage); - a_Player->GetInventory().RemoveItem(Item); + a_Player->GetInventory().RemoveOneEquippedItem(); return true; } } -- cgit v1.2.3