protected override bool CheckSlotFlags(Inventory.SlotFlags itemSlotFlags, Inventory.SlotFlags slotFlags)
    {
        bool flag;

        if (!base.CheckSlotFlags(itemSlotFlags, slotFlags))
        {
            flag = false;
        }
        else
        {
            flag = ((slotFlags & Inventory.SlotFlags.Equip) != Inventory.SlotFlags.Equip ? true : (itemSlotFlags & slotFlags) == slotFlags);
        }
        return(flag);
    }
        static LateLoaded()
        {
            PlayerInventory.LateLoaded.EveryPlayerInventory = new Inventory.SlotFlags[40];
            for (int i = 0; i < 40; i++)
            {
                Inventory.SlotFlags slotFlag = (Inventory.SlotFlags) 0;
                if (PlayerInventory.IsBeltSlot(i))
                {
                    slotFlag = slotFlag | Inventory.SlotFlags.Belt;
                }
                if (i == 30)
                {
                    slotFlag = slotFlag | Inventory.SlotFlags.Safe;
                }
                if (PlayerInventory.IsEquipmentSlot(i))
                {
                    slotFlag = slotFlag | Inventory.SlotFlags.Equip;
                    switch (i)
                    {
                    case 36:
                    {
                        slotFlag = slotFlag | Inventory.SlotFlags.Head;
                        break;
                    }

                    case 37:
                    {
                        slotFlag = slotFlag | Inventory.SlotFlags.Chest;
                        break;
                    }

                    case 38:
                    {
                        slotFlag = slotFlag | Inventory.SlotFlags.Legs;
                        break;
                    }

                    case 39:
                    {
                        slotFlag = slotFlag | Inventory.SlotFlags.Feet;
                        break;
                    }
                    }
                }
                PlayerInventory.LateLoaded.EveryPlayerInventory[i] = slotFlag;
            }
            PlayerInventory.LateLoaded.SlotRanges[Inventory.Slot.Kind.Default] = new Inventory.Slot.Range(0, 30);
            PlayerInventory.LateLoaded.SlotRanges[Inventory.Slot.Kind.Belt]    = new Inventory.Slot.Range(30, 6);
            PlayerInventory.LateLoaded.SlotRanges[Inventory.Slot.Kind.Armor]   = new Inventory.Slot.Range(36, 4);
        }
 protected override void ConfigureSlots(int totalCount, ref Inventory.Slot.KindDictionary<Inventory.Slot.Range> ranges, ref Inventory.SlotFlags[] flags)
 {
     Inventory.Slot.KindDictionary<Inventory.Slot.Range> range = new Inventory.Slot.KindDictionary<Inventory.Slot.Range>();
     range[Inventory.Slot.Kind.Belt] = new Inventory.Slot.Range(0, 3);
     range[Inventory.Slot.Kind.Default] = new Inventory.Slot.Range(3, totalCount - 3);
     ranges = range;
     Inventory.SlotFlags[] slotFlagsArray = new Inventory.SlotFlags[totalCount];
     for (int i = 0; i < 3; i++)
     {
         slotFlagsArray[i] = (Inventory.SlotFlags)((int)slotFlagsArray[i] | 1024);
     }
     for (int j = 3; j < 6; j++)
     {
         slotFlagsArray[j] = (Inventory.SlotFlags)((int)slotFlagsArray[j] | 512);
     }
     slotFlagsArray[6] = (Inventory.SlotFlags)((int)slotFlagsArray[6] | 128);
     slotFlagsArray[7] = (Inventory.SlotFlags)((int)slotFlagsArray[7] | 256);
     flags = slotFlagsArray;
 }
Exemple #4
0
 protected override unsafe void ConfigureSlots(int totalCount, ref Inventory.Slot.KindDictionary <Inventory.Slot.Range> ranges, ref Inventory.SlotFlags[] flags)
 {
     Inventory.Slot.KindDictionary <Inventory.Slot.Range> dictionary = new Inventory.Slot.KindDictionary <Inventory.Slot.Range>();
     dictionary[Inventory.Slot.Kind.Belt]    = new Inventory.Slot.Range(0, 3);
     dictionary[Inventory.Slot.Kind.Default] = new Inventory.Slot.Range(3, totalCount - 3);
     ranges = dictionary;
     Inventory.SlotFlags[] flagsArray = new Inventory.SlotFlags[totalCount];
     for (int i = 0; i < 3; i++)
     {
         *((int *)&(flagsArray[i])) |= 0x400;
     }
     for (int j = 3; j < 6; j++)
     {
         *((int *)&(flagsArray[j])) |= 0x200;
     }
     *((int *)&(flagsArray[6])) |= 0x80;
     *((int *)&(flagsArray[7])) |= 0x100;
     flags = flagsArray;
 }
	protected override void ConfigureSlots(int totalCount, ref Inventory.Slot.KindDictionary<Inventory.Slot.Range> ranges, ref Inventory.SlotFlags[] flags)
	{
		Inventory.Slot.KindDictionary<Inventory.Slot.Range> range = new Inventory.Slot.KindDictionary<Inventory.Slot.Range>();
		range[Inventory.Slot.Kind.Belt] = new Inventory.Slot.Range(0, 3);
		range[Inventory.Slot.Kind.Default] = new Inventory.Slot.Range(3, totalCount - 3);
		ranges = range;
		Inventory.SlotFlags[] slotFlagsArray = new Inventory.SlotFlags[totalCount];
		for (int i = 0; i < 3; i++)
		{
			slotFlagsArray[i] = (Inventory.SlotFlags)((int)slotFlagsArray[i] | 1024);
		}
		for (int j = 3; j < 6; j++)
		{
			slotFlagsArray[j] = (Inventory.SlotFlags)((int)slotFlagsArray[j] | 512);
		}
		slotFlagsArray[6] = (Inventory.SlotFlags)((int)slotFlagsArray[6] | 128);
		slotFlagsArray[7] = (Inventory.SlotFlags)((int)slotFlagsArray[7] | 256);
		flags = slotFlagsArray;
	}
        static LateLoaded()
        {
            for (int i = 0; i < 40; i++)
            {
                Inventory.SlotFlags flags = 0;
                if (PlayerInventory.IsBeltSlot(i))
                {
                    flags |= Inventory.SlotFlags.Belt;
                }
                if (i == 30)
                {
                    flags |= Inventory.SlotFlags.Safe;
                }
                if (PlayerInventory.IsEquipmentSlot(i))
                {
                    flags |= Inventory.SlotFlags.Equip;
                    switch (i)
                    {
                    case 0x24:
                        flags |= Inventory.SlotFlags.Head;
                        break;

                    case 0x25:
                        flags |= Inventory.SlotFlags.Chest;
                        break;

                    case 0x26:
                        flags |= Inventory.SlotFlags.Legs;
                        break;

                    case 0x27:
                        flags |= Inventory.SlotFlags.Feet;
                        break;
                    }
                }
                EveryPlayerInventory[i] = flags;
            }
            SlotRanges[Inventory.Slot.Kind.Default] = new Inventory.Slot.Range(0, 30);
            SlotRanges[Inventory.Slot.Kind.Belt]    = new Inventory.Slot.Range(30, 6);
            SlotRanges[Inventory.Slot.Kind.Armor]   = new Inventory.Slot.Range(0x24, 4);
        }
 protected override bool CheckSlotFlags(Inventory.SlotFlags itemSlotFlags, Inventory.SlotFlags slotFlags)
 {
     return(base.CheckSlotFlags(itemSlotFlags, slotFlags) && (((slotFlags & Inventory.SlotFlags.Equip) != Inventory.SlotFlags.Equip) || ((itemSlotFlags & slotFlags) == slotFlags)));
 }
Exemple #8
0
 protected override bool CheckSlotFlags(Inventory.SlotFlags itemSlotFlags, Inventory.SlotFlags slotFlags)
 {
     return((itemSlotFlags & slotFlags) != 0);
 }