Solve crash that occurs when selling items not in your loadout item slots. Release Build 7872.
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037e818f83
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@ -3558,7 +3558,7 @@ void AiL::GetAnyKeyRelease(Key key){
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if(InputGroup::menuNamesToInputGroups.count(Menu::menus[NEW_INPUT]->S(A::KEYBIND))){
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if(InputGroup::menuNamesToInputGroups.count(Menu::menus[NEW_INPUT]->S(A::KEYBIND))){
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InputGroup::menuNamesToInputGroups[Menu::menus[NEW_INPUT]->S(A::KEYBIND)]->SetNewPrimaryKeybind(Input{KEY,key});
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InputGroup::menuNamesToInputGroups[Menu::menus[NEW_INPUT]->S(A::KEYBIND)]->SetNewPrimaryKeybind(Input{KEY,key});
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Menu::alreadyClicked=true;
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Menu::alreadyClicked=true;
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for(auto&[menuType,menu]:Menu::menus){
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for(auto[menuType,menu]:Menu::menus){
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menu->helpDisplay.Initialize(menu->inputGroups);
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menu->helpDisplay.Initialize(menu->inputGroups);
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}
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}
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Menu::CloseMenu();
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Menu::CloseMenu();
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@ -48,7 +48,6 @@ INCLUDE_WINDOW_SIZE
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InputHelper::InputHelper(){}
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InputHelper::InputHelper(){}
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void InputHelper::Initialize(MenuInputGroups&inputGroups){
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void InputHelper::Initialize(MenuInputGroups&inputGroups){
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this->inputGroups.clear();
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groupData=inputGroups;
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groupData=inputGroups;
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}
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}
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@ -787,7 +787,7 @@ void InputGroup::RemovePrimaryKeybind(InputType type){
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}
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}
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void InputGroup::AddPrimaryKeybind(Input key){
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void InputGroup::AddPrimaryKeybind(Input key){
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keys.insert(key);
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keys.insert(key);
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keyOrder.insert(keyOrder.begin(),{key.GetType(),key.key});
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keyOrder.insert(keyOrder.begin(),key);
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}
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}
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void InputGroup::SetNewPrimaryKeybind(Input key){
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void InputGroup::SetNewPrimaryKeybind(Input key){
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RemovePrimaryKeybind(key.GetType());
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RemovePrimaryKeybind(key.GetType());
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@ -225,7 +225,7 @@ void Merchant::SellItem(std::weak_ptr<Item>item,uint32_t amt){
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game->GetPlayer()->SetMoney(game->GetPlayer()->GetMoney()+totalCost);
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game->GetPlayer()->SetMoney(game->GetPlayer()->GetMoney()+totalCost);
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//If we still have some in our inventory, we'll add them back in.
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//If we still have some in our inventory, we'll add them back in.
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if(Inventory::GetItemCount(itemName)>0){
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if(foundLoadoutSlot!=-1&&Inventory::GetItemCount(itemName)>0){
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game->SetLoadoutItem(foundLoadoutSlot,itemName);
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game->SetLoadoutItem(foundLoadoutSlot,itemName);
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}
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}
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@ -33,5 +33,8 @@ feature to lock accesoires to protect them from selling would be nice
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Gorbit99's viewport PGEX
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Gorbit99's viewport PGEX
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Original Nico Sprite
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Original Nico Sprite
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Inventory scroll bar doesn't reset its size
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Story I-I should not unlock Stage I-II.
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Address selling of items that are in equipment slots and loadout slots.
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Initial Gold Crafting costs does not get subtracted properly.
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Menu controls are not properly saved in system settings (only for emscripten?)
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The keyboard display controls for the merchant are messed up?
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 4
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#define VERSION_MINOR 4
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#define VERSION_PATCH 2
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#define VERSION_PATCH 2
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#define VERSION_BUILD 7871
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#define VERSION_BUILD 7872
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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