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Issues with inventory after refactoring #358
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EDIT: wtf, that 3. above should be a 4, but markdown is messing it up somehow |
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Sure, it wont work but you won't even try as it it'll be obvious that it won't work. As for the item jumping when you click it, it's always going to happen to some degree unless we do super fancy adjustments for where you click it, which personally I don't think is worth it. |
Anyway, I'm not saying it will work for sure, but I'd like to try it, as it keeps the code simpler. If it doesn't play well then we can do some fancy click position adjustment. |
Well, I don't agree. This incorrect cursor handling in inventory was the first thing I noticed when launching Freeablo with librocket back then or DGEngine (maybe the author fixed it there since then but I don't know) and that's why I tried to make it work more or less as in original game. If it's not the priority then fine. |
- eval formulas in game.getProperty - refactor GameUtils::get*Property - update gamefiles (rework inventory stash item pick wheybags/freeablo#353 wheybags/freeablo#358)
- eval formulas in game.getProperty - refactor GameUtils::get*Property - update gamefiles (rework inventory stash item pick wheybags/freeablo#353 wheybags/freeablo#358)
If top-left point is outside of inventory or slot item will never be placed which is not true in original game and is done if center is inside inventory or slot:
Huge unintuitive movement of cursor when taking item especially clicking on bottom-right corner of the item:
Clicking leads to:
This behavior is far from unnoticeable in my opinion.
Now items could not be placed in the belt at all if taken from it.
The same problem with placing buckler as before:
Warrior starts with shield in inventory and not in hand.
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