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// AnvilWindow.h
// Representing the UI window for the anvil block
#pragma once
#include "Window.h"
class cAnvilWindow : public cWindow
{
using Super = cWindow;
public:
cAnvilWindow(Vector3i a_BlockPos);
/** Gets the repaired item name. */
AString GetRepairedItemName(void) const;
/** Set the repaired item name. */
void SetRepairedItemName(const AString & a_Name, cPlayer * a_Player);
/** Gets the Position from the Anvil */
const Vector3i & GetBlockPos() { return m_BlockPos; }
virtual void DistributeStack(
cItem & a_ItemStack,
int a_Slot,
cPlayer & a_Player,
cSlotArea * a_ClickedArea,
bool a_ShouldApply
) override;
protected:
cSlotAreaAnvil * m_AnvilSlotArea;
AString m_RepairedItemName;
Vector3i m_BlockPos;
};
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