protected void SendRequirementsRowBackToInventory(List <InventorySquareCrafting> row) { for (int i = 0; i < row.Count; i++) { InventorySquareCrafting square = row[i]; if (square.HasStack && square.Stack.NumItems > 0) { WIStackError error = WIStackError.None; Player.Local.Inventory.AddItems(square.Stack, ref error); } } }
protected void UpdateRowDisplay(List <InventorySquareCrafting> row) { for (int i = 0; i < row.Count; i++) { InventorySquareCrafting square = row[i]; if (!InventoryInterface.IsCrafting) { if (!HasBlueprint) { square.HasBlueprint = false; square.DisableForBlueprint(); } } square.UpdateDisplay(); } }