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Switching costume
This commit is contained in:
parent
25dea7e364
commit
ce9d2d8ab8
@ -195,8 +195,6 @@ void CCallback::scrollBackpackArtifacts(ObjectInstanceID hero, bool left)
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void CCallback::manageHeroCostume(ObjectInstanceID hero, size_t costumeIndex, bool saveCostume)
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{
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assert(costumeIndex < GameConstants::HERO_COSTUMES_ARTIFACTS);
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ManageEquippedArtifacts mea(hero, costumeIndex, saveCostume);
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sendRequest(&mea);
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}
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@ -314,12 +314,20 @@ CKeyShortcut::CKeyShortcut(EShortcut key)
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{
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}
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CKeyShortcut::CKeyShortcut(const EShortcut & key, const KeyPressedFunctor & keyPressedCallback)
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: CKeyShortcut(key)
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{
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this->keyPressedCallback = keyPressedCallback;
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}
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void CKeyShortcut::keyPressed(EShortcut key)
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{
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if( assignedKey == key && assignedKey != EShortcut::NONE && !shortcutPressed)
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{
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shortcutPressed = true;
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clickPressed(GH.getCursorPosition());
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if(keyPressedCallback)
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keyPressedCallback();
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}
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}
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@ -133,14 +133,19 @@ public:
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/// Classes wanting use it should have it as one of their base classes
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class CKeyShortcut : public virtual CIntObject
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{
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bool shortcutPressed;
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public:
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using KeyPressedFunctor = std::function<void()>;
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EShortcut assignedKey;
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CKeyShortcut();
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CKeyShortcut(EShortcut key);
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CKeyShortcut(const EShortcut & key, const KeyPressedFunctor & keyPressedCallback);
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void keyPressed(EShortcut key) override;
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void keyReleased(EShortcut key) override;
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private:
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bool shortcutPressed;
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KeyPressedFunctor keyPressedCallback;
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};
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class WindowBase : public CIntObject
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@ -18,7 +18,7 @@
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#include "../../CCallback.h"
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#include "../../lib/networkPacks/ArtifactLocation.h"
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CArtifactsOfHeroMain::CArtifactsOfHeroMain(const Point & position, bool costumesEnabled)
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CArtifactsOfHeroMain::CArtifactsOfHeroMain(const Point & position)
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{
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init(
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std::bind(&CArtifactsOfHeroBase::clickPrassedArtPlace, this, _1, _2),
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@ -26,21 +26,6 @@ CArtifactsOfHeroMain::CArtifactsOfHeroMain(const Point & position, bool costumes
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position,
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std::bind(&CArtifactsOfHeroBase::scrollBackpack, this, _1));
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addGestureCallback(std::bind(&CArtifactsOfHeroBase::gestureArtPlace, this, _1, _2));
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if(costumesEnabled)
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{
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size_t costumeIndex = 0;
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for(const auto & hotkey : hotkeys)
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{
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auto keyProc = costumesSwitchers.emplace_back(std::make_shared<CKeyShortcutWrapper>(hotkey,
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[this, hotkey, costumeIndex]()
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{
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CArtifactsOfHeroMain::onCostumeSelect(costumeIndex);
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}));
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keyProc->addUsedEvents(AEventsReceiver::KEYBOARD);
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costumeIndex++;
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}
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}
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}
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CArtifactsOfHeroMain::~CArtifactsOfHeroMain()
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@ -48,19 +33,17 @@ CArtifactsOfHeroMain::~CArtifactsOfHeroMain()
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CArtifactsOfHeroBase::putBackPickedArtifact();
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}
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void CArtifactsOfHeroMain::onCostumeSelect(const size_t costumeIndex)
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void CArtifactsOfHeroMain::enableArtifactsCostumeSwitcher()
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{
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LOCPLINT->cb->manageHeroCostume(getHero()->id, costumeIndex, GH.isKeyboardCtrlDown());
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}
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CArtifactsOfHeroMain::CKeyShortcutWrapper::CKeyShortcutWrapper(const EShortcut & key, const KeyPressedFunctor & onCostumeSelect)
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: CKeyShortcut(key)
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, onCostumeSelect(onCostumeSelect)
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{
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}
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void CArtifactsOfHeroMain::CKeyShortcutWrapper::clickPressed(const Point & cursorPosition)
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{
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if(onCostumeSelect)
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onCostumeSelect();
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size_t costumeIdx = 0;
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for(const auto & hotkey : costumesSwitcherHotkeys)
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{
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auto keyProc = costumesSwitcherProcessors.emplace_back(std::make_shared<CKeyShortcut>(hotkey,
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[this, costumeIdx]()
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{
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LOCPLINT->cb->manageHeroCostume(getHero()->id, costumeIdx, GH.isKeyboardCtrlDown());
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}));
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keyProc->addUsedEvents(AEventsReceiver::KEYBOARD);
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costumeIdx++;
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}
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}
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@ -16,24 +16,12 @@
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class CArtifactsOfHeroMain : public CArtifactsOfHeroBase
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{
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public:
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CArtifactsOfHeroMain(const Point & position, bool costumesEnabled = false);
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CArtifactsOfHeroMain(const Point & position);
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~CArtifactsOfHeroMain() override;
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void enableArtifactsCostumeSwitcher();
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private:
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// TODO may be removed if CKeyShortcut supports callbacks
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class CKeyShortcutWrapper : public CKeyShortcut
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{
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public:
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using KeyPressedFunctor = std::function<void()>;
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CKeyShortcutWrapper(const EShortcut & key, const KeyPressedFunctor & onCostumeSelect);
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void clickPressed(const Point & cursorPosition) override;
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private:
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KeyPressedFunctor onCostumeSelect;
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};
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const std::array<EShortcut, GameConstants::HERO_COSTUMES_ARTIFACTS> hotkeys =
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const std::vector<EShortcut> costumesSwitcherHotkeys =
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{
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EShortcut::HERO_COSTUME_0,
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EShortcut::HERO_COSTUME_1,
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@ -46,7 +34,5 @@ private:
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EShortcut::HERO_COSTUME_8,
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EShortcut::HERO_COSTUME_9
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};
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std::vector<std::shared_ptr<CKeyShortcutWrapper>> costumesSwitchers;
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void onCostumeSelect(const size_t costumeIndex);
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std::vector<std::shared_ptr<CKeyShortcut>> costumesSwitcherProcessors;
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};
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@ -218,9 +218,10 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded)
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}
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if(!arts)
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{
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arts = std::make_shared<CArtifactsOfHeroMain>(Point(-65, -8), true);
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arts = std::make_shared<CArtifactsOfHeroMain>(Point(-65, -8));
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arts->setHero(curHero);
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addSetAndCallbacks(arts);
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enableArtifactsCostumeSwitcher();
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}
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int serial = LOCPLINT->cb->getHeroSerial(curHero, false);
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@ -343,6 +343,20 @@ void CWindowWithArtifacts::deactivate()
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CWindowObject::deactivate();
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}
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void CWindowWithArtifacts::enableArtifactsCostumeSwitcher()
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{
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for(auto artSet : artSets)
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std::visit(
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[](auto artSetWeak)
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{
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if constexpr(std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroMain>>)
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{
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const auto artSetPtr = artSetWeak.lock();
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artSetPtr->enableArtifactsCostumeSwitcher();
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}
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}, artSet);
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}
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void CWindowWithArtifacts::artifactRemoved(const ArtifactLocation & artLoc)
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{
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update();
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@ -42,6 +42,7 @@ public:
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void gestureArtPlaceHero(const CArtifactsOfHeroBase & artsInst, CArtPlace & artPlace, const Point & cursorPosition);
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void activate() override;
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void deactivate() override;
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void enableArtifactsCostumeSwitcher();
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virtual void artifactRemoved(const ArtifactLocation & artLoc);
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virtual void artifactMoved(const ArtifactLocation & srcLoc, const ArtifactLocation & destLoc, bool withRedraw);
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@ -52,7 +52,7 @@ DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::unmovableSlots(
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return positions;
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}
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DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::constituentWornSlots()
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DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commonWornSlots()
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{
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static const std::vector<ArtifactPosition> positions =
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{
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@ -30,7 +30,7 @@ namespace ArtifactUtils
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DLL_LINKAGE ArtifactPosition getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid);
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// TODO: Make this constexpr when the toolset is upgraded
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DLL_LINKAGE const std::vector<ArtifactPosition> & unmovableSlots();
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DLL_LINKAGE const std::vector<ArtifactPosition> & constituentWornSlots();
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DLL_LINKAGE const std::vector<ArtifactPosition> & commonWornSlots();
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DLL_LINKAGE const std::vector<ArtifactPosition> & allWornSlots();
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DLL_LINKAGE const std::vector<ArtifactPosition> & commanderSlots();
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DLL_LINKAGE bool isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot);
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@ -1086,6 +1086,14 @@ CArtifactFittingSet::CArtifactFittingSet(ArtBearer::ArtBearer Bearer):
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{
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}
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CArtifactFittingSet::CArtifactFittingSet(const CArtifactSet & artSet)
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: CArtifactFittingSet(artSet.bearerType())
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{
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artifactsWorn = artSet.artifactsWorn;
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artifactsInBackpack = artSet.artifactsInBackpack;
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artifactsTransitionPos = artSet.artifactsTransitionPos;
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}
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ArtBearer::ArtBearer CArtifactFittingSet::bearerType() const
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{
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return this->Bearer;
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@ -249,6 +249,7 @@ class DLL_LINKAGE CArtifactFittingSet : public CArtifactSet
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{
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public:
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CArtifactFittingSet(ArtBearer::ArtBearer Bearer);
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CArtifactFittingSet(const CArtifactSet & artSet);
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ArtBearer::ArtBearer bearerType() const override;
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protected:
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@ -1075,7 +1075,7 @@ void ChangeObjectVisitors::applyGs(CGameState * gs) const
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void ChangeArtifactsCostume::applyGs(CGameState * gs) const
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{
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auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
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if(auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
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if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
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costume->second = costumeSet;
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else
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allCostumes.emplace(costumeIdx, costumeSet);
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@ -1802,69 +1802,47 @@ void MoveArtifact::applyGs(CGameState * gs)
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void BulkMoveArtifacts::applyGs(CGameState * gs)
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{
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enum class EBulkArtsOp
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const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
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{
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BULK_MOVE,
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BULK_REMOVE,
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BULK_PUT
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std::vector<ArtifactPosition> packToRemove;
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for(const auto & slotsPair : artsPack)
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packToRemove.push_back(slotsPair.srcPos);
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std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
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{
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return slot0.num > slot1.num;
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});
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for(const auto & slot : packToRemove)
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{
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auto * art = artSet.getArt(slot);
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assert(art);
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art->removeFrom(artSet, slot);
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}
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};
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auto bulkArtsOperation = [this, gs](std::vector<LinkedSlots> & artsPack,
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CArtifactSet & artSet, EBulkArtsOp operation) -> void
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const auto bulkArtsPut = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
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{
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int numBackpackArtifactsMoved = 0;
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for(auto & slot : artsPack)
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for(const auto & slotsPair : artsPack)
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{
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// When an object gets removed from the backpack, the backpack shrinks
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// so all the following indices will be affected. Thus, we need to update
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// the subsequent artifact slots to account for that
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auto srcPos = slot.srcPos;
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if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
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{
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srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
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}
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auto * art = artSet.getArt(srcPos);
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auto * art = initArtSet.getArt(slotsPair.srcPos);
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assert(art);
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switch(operation)
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{
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case EBulkArtsOp::BULK_MOVE:
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art->move(artSet, srcPos, *gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature)), slot.dstPos);
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break;
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case EBulkArtsOp::BULK_REMOVE:
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art->removeFrom(artSet, srcPos);
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break;
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case EBulkArtsOp::BULK_PUT:
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art->putAt(*gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature)), slot.dstPos);
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break;
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default:
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break;
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}
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if(srcPos >= ArtifactPosition::BACKPACK_START)
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{
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numBackpackArtifactsMoved++;
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}
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art->putAt(dstArtSet, slotsPair.dstPos);
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}
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};
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auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
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if(swap)
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assert(leftSet);
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auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
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assert(rightSet);
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CArtifactFittingSet artInitialSetLeft(*leftSet);
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bulkArtsRemove(artsPack0, *leftSet);
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if(!artsPack1.empty())
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{
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// Swap
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auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
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CArtifactFittingSet artFittingSet(leftSet->bearerType());
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artFittingSet.artifactsWorn = rightSet->artifactsWorn;
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artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
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bulkArtsOperation(artsPack1, *rightSet, EBulkArtsOp::BULK_REMOVE);
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bulkArtsOperation(artsPack0, *leftSet, EBulkArtsOp::BULK_MOVE);
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bulkArtsOperation(artsPack1, artFittingSet, EBulkArtsOp::BULK_PUT);
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}
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else
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{
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bulkArtsOperation(artsPack0, *leftSet, EBulkArtsOp::BULK_MOVE);
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CArtifactFittingSet artInitialSetRight(*rightSet);
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bulkArtsRemove(artsPack1, *rightSet);
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bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
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}
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bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
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}
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void AssembledArtifact::applyGs(CGameState *gs)
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@ -1291,8 +1291,8 @@ struct DLL_LINKAGE ChangeObjectVisitors : public CPackForClient
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struct DLL_LINKAGE ChangeArtifactsCostume : public CPackForClient
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{
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std::map<ArtifactPosition, ArtifactID> costumeSet;
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size_t costumeIdx;
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const PlayerColor player;
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size_t costumeIdx = 0;
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const PlayerColor player = PlayerColor::NEUTRAL;
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void applyGs(CGameState * gs) const;
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void visitTyped(ICPackVisitor & visitor) override;
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@ -2896,20 +2896,74 @@ bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const Object
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{
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auto artSet = getArtSet(heroID);
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COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
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COMPLAIN_RET_FALSE_IF(costumeIdx >= GameConstants::HERO_COSTUMES_ARTIFACTS, "saveArtifactsCostume: wrong costume index");
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ChangeArtifactsCostume costume(player, costumeIdx);
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for(const auto & slot : ArtifactUtils::constituentWornSlots())
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for(const auto & slot : ArtifactUtils::commonWornSlots())
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{
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if(const auto & slotInfo = artSet->getSlot(slot))
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if(!slotInfo->locked)
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costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
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if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
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costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
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}
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sendAndApply(&costume);
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return true;
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}
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bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, size_t costumeIdx)
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{
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const auto artSet = getArtSet(heroID);
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COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
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const auto playerState = getPlayerState(player);
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COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
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if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
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{
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CArtifactFittingSet artFittingSet(*artSet);
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BulkMoveArtifacts bma(player, heroID, heroID, false);
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auto costumeArtMap = costume->second;
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auto estimateBackpackSize = artSet->artifactsInBackpack.size();
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// First, find those artifacts that are already in place
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for(const auto & slot : ArtifactUtils::commonWornSlots())
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{
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if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
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if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
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{
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costumeArtMap.erase(artPos);
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artFittingSet.removeArtifact(slot);
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}
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}
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// Second, find the necessary artifacts for the costume
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for(const auto & artPos : costumeArtMap)
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{
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if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
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{
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bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
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{
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artSet->getSlotByInstance(artFittingSet.getArt(availableArts.front())),
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artPos.first
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});
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artFittingSet.removeArtifact(availableArts.front());
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if(ArtifactUtils::isSlotBackpack(availableArts.front()))
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estimateBackpackSize--;
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}
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}
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// Third, put unnecessary artifacts into backpack
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for(const auto & slot : ArtifactUtils::commonWornSlots())
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if(artFittingSet.getArt(slot))
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{
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bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
|
||||
estimateBackpackSize++;
|
||||
}
|
||||
|
||||
const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
|
||||
if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
|
||||
sendAndApply(&bma);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Assembles or disassembles a combination artifact.
|
||||
* @param heroID ID of hero holding the artifact(s).
|
||||
|
@ -131,6 +131,7 @@ public:
|
||||
bool bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack);
|
||||
bool scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left);
|
||||
bool saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, size_t costumeIdx);
|
||||
bool switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, size_t costumeIdx);
|
||||
bool eraseArtifactByClient(const ArtifactLocation & al);
|
||||
void synchronizeArtifactHandlerLists();
|
||||
|
||||
|
@ -183,8 +183,9 @@ void ApplyGhNetPackVisitor::visitManageEquippedArtifacts(ManageEquippedArtifacts
|
||||
{
|
||||
gh.throwIfWrongOwner(&pack, pack.artHolder);
|
||||
if(pack.saveCostume)
|
||||
gh.saveArtifactsCostume(pack.player, pack.artHolder, pack.costumeIdx);
|
||||
result = true;
|
||||
result = gh.saveArtifactsCostume(pack.player, pack.artHolder, pack.costumeIdx);
|
||||
else
|
||||
result = gh.switchArtifactsCostume(pack.player, pack.artHolder, pack.costumeIdx);
|
||||
}
|
||||
|
||||
void ApplyGhNetPackVisitor::visitAssembleArtifacts(AssembleArtifacts & pack)
|
||||
|
Loading…
Reference in New Issue
Block a user