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// InventoryWindow.h
// Representing the UI window for the player inventory
#pragma once
#include "Window.h"
class cInventoryWindow :
public cWindow
{
typedef cWindow super;
public:
cInventoryWindow(cPlayer & a_Player) :
cWindow(wtInventory, "Inventory"),
m_Player(a_Player)
{
m_SlotAreas.push_back(new cSlotAreaCrafting(2, *this)); // The creative inventory doesn't display it, but it's still counted into slot numbers
m_SlotAreas.push_back(new cSlotAreaArmor(*this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
protected:
cPlayer & m_Player;
};
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