Dynad
Member
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Inventory
hey,
Ive a question about the inventory, I'm using the auto pickup of items in the world. Is it also possible to equip world items directly to a slot like left/right arm after picking up, i don't really know how to do this.
Thnx,
~Dynad
There is always evil somewhere, you just have to look for it properly.
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01-17-2010 11:22 PM |
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Esenthel
Administrator
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RE: Inventory
of course,
you can extend the Player::itemAdded method
and inside it make necesary calls for activating the item
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01-17-2010 11:28 PM |
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Dynad
Member
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RE: Inventory
OK when i try this i got an conversion problem, probably i am using the wrong syntax for this.
error C2440: '=' : cannot convert from 'Item' to 'EE::Game::Item *'
void Inventory::itemAdded (Game::Item &item){
item = slot[SLOT_ARM_L]();
}
There is always evil somewhere, you just have to look for it properly.
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01-18-2010 12:00 AM |
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Esenthel
Administrator
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RE: Inventory
shouldn't you use it the other way around?
slot = item?
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01-18-2010 12:11 AM |
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Dynad
Member
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RE: Inventory
yea your right >.>
But what is the best way to give a slot an item?
Somewhere in the inventory code there is:
Swap(inv->slot[SLOT_TEMP],inv->slot[i]); // swap temporary with i-th slot
Well at the time i pick an item its not a SLOT_TEMP cause im not holding it with my mouse. So it must be a SLOT_NUM. But how do i know which 1? i guess it must be done with its ID of the item.
Thnx
~Dynad
nvm ive fixed it
inv.slot[SLOT_ARM_R] = inv.items.validElm(0);
There is always evil somewhere, you just have to look for it properly.
(This post was last modified: 01-18-2010 01:07 AM by Dynad.)
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01-18-2010 12:26 AM |
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