9 #include "../BlockEntities/BeaconEntity.h" 10 #include "../ClientHandle.h"
virtual void DistributeStack(cItem &a_ItemStack, int a_Slot, cPlayer &a_Player, cSlotArea *a_ClickedArea, bool a_ShouldApply) override
Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is dist...
static bool IsPlaceableItem(short a_ItemType)
Handles the main inventory of each player, excluding the armor and hotbar.
cEntityEffect::eType GetSecondaryEffect(void) const
void DistributeStackToAreas(cItem &a_ItemStack, cPlayer &a_Player, cSlotAreas &a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
Called from DistributeStack() to distribute the stack into a_AreasInOrder; Modifies a_ItemStack as it...
virtual void OpenedByPlayer(cPlayer &a_Player) override
void SendWindowProperty(const cWindow &a_Window, short a_Property, short a_Value)
char GetBeaconLevel(void) const
Returns the beacon level.
std::vector< cSlotArea * > cSlotAreas
virtual void OpenedByPlayer(cPlayer &a_Player)
cBeaconWindow(cBeaconEntity *a_Beacon)
Handles the hotbar of each player.
cEntityEffect::eType GetPrimaryEffect(void) const
cClientHandle * GetClientHandle(void) const
Returns the raw client handle associated with the player.