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Stillkill committed 2026-03-08 15:26:08 -05:00
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#include "stdafx.h"
#include "..\..\..\Minecraft.World\DispenserTileEntity.h"
#include "..\..\..\Minecraft.World\TrapMenu.h"
#include "..\..\MultiplayerLocalPlayer.h"
#include "XUI_Ctrl_SlotList.h"
#include "XUI_Scene_Trap.h"
#include "..\..\Common\Tutorial\Tutorial.h"
#include "..\..\Common\Tutorial\TutorialMode.h"
#include "..\..\Common\Tutorial\TutorialEnum.h"
//--------------------------------------------------------------------------------------
// Name: CXuiSceneTrap::OnInit
// Desc: Message handler for XM_INIT
//--------------------------------------------------------------------------------------
HRESULT CXuiSceneTrap::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
{
D3DXVECTOR3 vec;
MapChildControls();
XuiControlSetText(m_DispenserText,app.GetString(IDS_DISPENSER));
Minecraft *pMinecraft = Minecraft::GetInstance();
TrapScreenInput* initData = (TrapScreenInput*)pInitData->pvInitData;
m_iPad=initData->iPad;
m_bSplitscreen=initData->bSplitscreen;
// if we are in splitscreen, then we need to figure out if we want to move this scene
if(m_bSplitscreen)
{
app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad);
}
TrapMenu* menu = new TrapMenu( initData->inventory, initData->trap );
InitDataAssociations(initData->iPad, menu);
CXuiSceneAbstractContainer::Initialize( initData->iPad, menu, true, initData->trap->getContainerSize(), eSectionTrapUsing, eSectionTrapMax );
delete initData;
return S_OK;
}
HRESULT CXuiSceneTrap::OnDestroy()
{
Minecraft *pMinecraft = Minecraft::GetInstance();
// 4J Stu - Fix for #11302 - TCR 001: Network Connectivity: Host crashed after being killed by the client while accessing a chest during burst packet loss.
// We need to make sure that we call closeContainer() anytime this menu is closed, even if it is forced to close by some other reason (like the player dying)
if(Minecraft::GetInstance()->localplayers[m_iPad] != NULL) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
return S_OK;
}
CXuiControl* CXuiSceneTrap::GetSectionControl( ESceneSection eSection )
{
switch( eSection )
{
case eSectionTrapTrap:
return (CXuiControl *)m_trapControl;
break;
case eSectionTrapInventory:
return (CXuiControl *)m_inventoryControl;
break;
case eSectionTrapUsing:
return (CXuiControl *)m_useRowControl;
break;
default:
assert( false );
break;
}
return NULL;
}
CXuiCtrlSlotList* CXuiSceneTrap::GetSectionSlotList( ESceneSection eSection )
{
switch( eSection )
{
case eSectionTrapTrap:
return m_trapControl;
break;
case eSectionTrapInventory:
return m_inventoryControl;
break;
case eSectionTrapUsing:
return m_useRowControl;
break;
default:
assert( false );
break;
}
return NULL;
}
// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
void CXuiSceneTrap::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex /*= 0*/)
{
int containerSize = menu->getSize() - (27 + 9);
// TODO Inventory dimensions need defined as constants
m_trapControl->SetData( iPad, menu, 3, 3, 0 );
CXuiSceneAbstractContainer::InitDataAssociations(iPad, menu, containerSize);
}