#include #include #include "input-internal.h" #include #include #include #include // Enable Item Dropping static int enable_drop = 0; // Store Drop Item Presses static int drop_item_presses = 0; static bool drop_slot_pressed = false; void input_drop(int drop_slot) { if (enable_drop) { if (drop_slot) { drop_slot_pressed = true; } else { drop_item_presses++; } } } // Handle Drop Item Presses static void _handle_drop(Minecraft *minecraft) { if ((minecraft->screen == nullptr) && (!creative_is_restricted() || !Minecraft_isCreativeMode(minecraft)) && (drop_item_presses > 0 || drop_slot_pressed)) { // Get Player LocalPlayer *player = minecraft->player; if (player != nullptr) { // Get Selected Slot int32_t selected_slot = misc_get_real_selected_slot((Player *) player); Inventory *inventory = player->inventory; // Get Item ItemInstance *inventory_item = inventory->vtable->getItem(inventory, selected_slot); // Check if (inventory_item != nullptr && inventory_item->count > 0) { // Copy ItemInstance *dropped_item = new ItemInstance; ALLOC_CHECK(dropped_item); *dropped_item = *inventory_item; // Update Inventory if (drop_slot_pressed) { // Drop Slot // Empty Slot inventory_item->count = 0; } else { // Drop Item // Set Item Drop Count int drop_count = drop_item_presses < inventory_item->count ? drop_item_presses : inventory_item->count; dropped_item->count = drop_count; inventory_item->count -= drop_count; } // Empty Slot If Needed if (inventory_item->count < 1) { Inventory_release(inventory, selected_slot); Inventory_compressLinkedSlotList(inventory, selected_slot); } // Drop player->vtable->drop(player, dropped_item, false); } } } // Reset drop_item_presses = 0; drop_slot_pressed = false; } // Init void _init_drop() { enable_drop = feature_has("Bind \"Q\" Key To Item Dropping", server_disabled); input_run_on_tick(_handle_drop); }