Use drag and drop for ActionTake when InventoryWindow is active (bug #4543)

pull/1917/head
Andrei Kortunov 6 years ago
parent 778dfa0350
commit dcc1a122f7

@ -92,6 +92,7 @@
Bug #4519: Knockdown does not discard movement in the 1st-person mode
Bug #4531: Movement does not reset idle animations
Bug #4539: Paper Doll is affected by GUI scaling
Bug #4543: Picking cursed items through inventory (menumode) makes it disappear
Bug #4545: Creatures flee from werewolves
Bug #4551: Replace 0 sound range with default range separately
Bug #4553: Forcegreeting on non-actor opens a dialogue window which cannot be closed

@ -5,6 +5,8 @@
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwgui/inventorywindow.hpp"
#include "class.hpp"
#include "containerstore.hpp"
@ -14,6 +16,17 @@ namespace MWWorld
void ActionTake::executeImp (const Ptr& actor)
{
// When in GUI mode, we should use drag and drop
if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode();
if (mode == MWGui::GM_Inventory || mode == MWGui::GM_Container)
{
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->pickUpObject(getTarget());
return;
}
}
MWBase::Environment::get().getMechanicsManager()->itemTaken(
actor, getTarget(), MWWorld::Ptr(), getTarget().getRefData().getCount());
MWWorld::Ptr newitem = *actor.getClass().getContainerStore (actor).add (getTarget(), getTarget().getRefData().getCount(), actor);

Loading…
Cancel
Save