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@ -1,5 +1,7 @@
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#include "inventorywindow.hpp"
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#include <stdexcept>
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#include <MyGUI_Window.h>
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#include <MyGUI_ImageBox.h>
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#include <MyGUI_RenderManager.h>
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@ -225,8 +227,8 @@ namespace MWGui
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std::string sound = item.mBase.getClass().getDownSoundId(item.mBase);
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MWWorld::Ptr object = item.mBase;
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bool shift = MyGUI::InputManager::getInstance().isShiftPressed();
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int count = item.mCount;
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bool shift = MyGUI::InputManager::getInstance().isShiftPressed();
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if (MyGUI::InputManager::getInstance().isControlPressed())
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count = 1;
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@ -525,7 +527,6 @@ namespace MWGui
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if (mDragAndDrop->mIsOnDragAndDrop)
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{
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MWWorld::Ptr ptr = mDragAndDrop->mItem.mBase;
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int itemType = ptr.getContainerStore()->getType(ptr);
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mDragAndDrop->finish();
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@ -538,13 +539,15 @@ namespace MWGui
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useItem(ptr);
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// If item is ingredient or potion don't stop drag and drop to simplify action of taking more than one 1 item
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if ((itemType == MWWorld::ContainerStore::Type_Ingredient
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|| itemType == MWWorld::ContainerStore::Type_Potion)
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if ((ptr.getTypeName() == typeid(ESM::Potion).name() ||
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ptr.getTypeName() == typeid(ESM::Ingredient).name())
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&& mDragAndDrop->mDraggedCount > 1)
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{
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dragItem (nullptr, mDragAndDrop->mDraggedCount - 1);
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// Item can be provided from other window for example container.
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// But after DragAndDrop::startDrag item automaticly always gets to player inventory.
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mSelectedItem = getModel()->getIndex(mDragAndDrop->mItem);
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dragItem(nullptr, mDragAndDrop->mDraggedCount - 1);
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}
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}
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else
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{
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