lil' more work on armor, nothing shouuld be broke and stuff should build, but armor isnt ready yet.
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5 changed files with 76 additions and 1 deletions
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@ -1338,6 +1338,44 @@ void renderItemList(Inventory * inv, int xo, int yo, int x1, int y1,
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}
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}
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void renderArmorList(Inventory * inv, int xo, int yo, int x1, int y1,
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int selected) {
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// If lastSlot is 0, then there are no items are in the inventory.
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bool drawCursor = true;
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if (selected < 0) {
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drawCursor = false;
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selected = 0;
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}
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int w = x1 - xo;
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int h = y1 - yo - 2;
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int i1 = inv->lastSlot;
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if (i1 > h)
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i1 = h;
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int io = selected - h / 2;
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if (io > inv->lastSlot - h)
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io = inv->lastSlot - h;
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if (io < 0)
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io = 0;
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int i;
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for (i = 0; i < i1; ++i) {
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if(inv->items[i + io].id > 119 && inv->items[i + io].id < 141) {
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renderItemWithText(&inv->items[i + io], (1 + xo) << 4,
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(i + 1 + yo) << 4);
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}
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}
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if (drawCursor) {
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int yy = selected + 1 - io + yo;
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sf2d_draw_rectangle((xo << 4) - (offsetX << 1),
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(yy << 4) - (offsetY << 1), 12, 12, 0xFF);
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drawText(">", (xo << 4), yy << 4);
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sf2d_draw_rectangle(((xo + w) << 4) - 12 - (offsetX << 1),
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(yy << 4) - (offsetY << 1), 12, 12, 0xFF);
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drawText("<", ((xo + w) << 4) - 12, yy << 4);
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}
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}
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void renderRecipes(RecipeManager * r, int xo, int yo, int x1, int y1, int selected) {
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int size = r->size;
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if (size < 1)
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