9 #include "../BlockEntities/BeaconEntity.h"
10 #include "../ClientHandle.h"
std::vector< cSlotArea * > cSlotAreas
cEntityEffect::eType GetPrimaryEffect(void) const
char GetBeaconLevel(void) const
Returns the beacon level.
cEntityEffect::eType GetSecondaryEffect(void) const
void SendWindowProperty(const cWindow &a_Window, size_t a_Property, short a_Value)
cClientHandle * GetClientHandle(void) const
virtual void OpenedByPlayer(cPlayer &a_Player) override
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...
cBeaconWindow(cBeaconEntity *a_Beacon)
Handles the main inventory of each player, excluding the armor and hotbar.
Handles the hotbar of each player.
static bool IsPlaceableItem(short a_ItemType)
virtual void OpenedByPlayer(cPlayer &a_Player)
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...