#include "UI/Shortcuts/UIQuickSlotWnd.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeDragState.h" #include "Client/Mode/ModeMgr.h" #include "Client/Replay.h" #include "Contents/Items/ItemInfo.h" #include "Contents/Skills/ClientSkills.h" #include "Resource/ResourceMgr.h" #include "UI/Window/WindowManagerWindows.h" // OFFSET: 0x00930EB0 // FUNCTION: fn_12696 void UIQuickSlotWnd::Slot25(int x, int y) { if (x > 59 && x < this->geometry.width) { this->UIFrameWnd::Slot25(x, y); return; } if (g_replayAnimationScaling != 0 || static_cast(y) > 23) { return; } if (x > 58 && x < this->geometry.width) { return; } const int index = (x - 4) / 29; if (x > index * 29 + 30 || index == -1) { return; } QuickSlotPainting& painting = *this->m_painting; const QuickSlotEntry entry = this->m_entries[index]; if (entry.skill) { CSkillInfo skill = painting.skills.Lookup(entry.id); if (skill.available && skill.level) { if (CGameMode* mode = static_cast(g_modeMgr.GetGameMode())) { mode->drag.BeginSkill(this->m_frameContext->windows, ResourceMgr::Instance(), 16, skill.id, skill.name, entry.count, index); } } } else if (entry.id != 0) { ITEM_INFO item = LookupClientItem(painting.inventory, static_cast(entry.id), 1); if (item.unknown_0000[1] > 0) { CGameMode* mode = static_cast(g_modeMgr.GetGameMode()); mode->drag.BeginItem(this->m_frameContext->windows, painting.descriptions, 16, item, item.quantity, -1); } } }