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authorHowaner <franzi.moos@googlemail.com>2014-07-18 01:16:49 +0200
committerHowaner <franzi.moos@googlemail.com>2014-07-18 01:16:49 +0200
commit2e9aed793a5d4cde9fc93913ca0769fb1a913346 (patch)
tree2306f94d2c0a32dd5c4747ce1de267c0a056ebf4 /src/Inventory.cpp
parentItems should first added to the first slot, not the latest. (diff)
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Diffstat (limited to 'src/Inventory.cpp')
-rw-r--r--src/Inventory.cpp9
1 files changed, 0 insertions, 9 deletions
diff --git a/src/Inventory.cpp b/src/Inventory.cpp
index 38d3c886d..18154bafd 100644
--- a/src/Inventory.cpp
+++ b/src/Inventory.cpp
@@ -102,15 +102,6 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryT
{
cItem ToAdd(a_Item);
int res = 0;
- if (ItemCategory::IsArmor(a_Item.m_ItemType))
- {
- res = m_ArmorSlots.AddItem(ToAdd, a_AllowNewStacks);
- ToAdd.m_ItemCount -= res;
- if (ToAdd.m_ItemCount == 0)
- {
- return res;
- }
- }
res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1);
ToAdd.m_ItemCount = a_Item.m_ItemCount - res;