Fix a bug with loadout item slots not being properly handled when items are selected while they're blank.
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@ -105,20 +105,18 @@ protected:
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MenuFunc useItemFunc=[&](MenuFuncData data){
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MenuItemButton*button=(MenuItemButton*)data.component;
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if(!data.game->GetLoadoutItem(data.menu.I(A::LOADOUT_SLOT)).IsBlank()){ //This loadout slot seems to have an item in it already, so deselect that one first.
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data.game->ClearLoadoutItem(data.menu.I(A::LOADOUT_SLOT));
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for(MenuComponent*component:components){
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if(component->GetName().starts_with("item")){
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MenuItemButton*button2=(MenuItemButton*)component;//HACK ALERT! This is probably an item since we populated item lists using this name for the components. So we assume these are MenuItemButton classes.
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if(button2==button){
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if(button2->selected!=-1){
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data.game->ClearLoadoutItem(button2->selected);
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}
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button2->selected=-1;
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}
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if(button2->selected==data.menu.I(A::LOADOUT_SLOT)){
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button2->selected=-1;
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data.game->ClearLoadoutItem(data.menu.I(A::LOADOUT_SLOT));
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for(MenuComponent*component:components){
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if(component->GetName().starts_with("item")){
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MenuItemButton*button2=(MenuItemButton*)component;//HACK ALERT! This is probably an item since we populated item lists using this name for the components. So we assume these are MenuItemButton classes.
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if(button2==button){
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if(button2->selected!=-1){
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data.game->ClearLoadoutItem(button2->selected);
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}
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button2->selected=-1;
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}
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if(button2->selected==data.menu.I(A::LOADOUT_SLOT)){
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button2->selected=-1;
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}
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}
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}
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@ -33,7 +33,7 @@ SUCH DAMAGE.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_BUILD 2854
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#define VERSION_BUILD 2856
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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