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@ -40,7 +40,6 @@
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#include "../mwworld/class.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwscript/interpretercontext.hpp"
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#include "../mwrender/characterpreview.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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@ -243,8 +242,8 @@ namespace MWGui
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MWWorld::Ptr object = item.mBase;
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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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@ -542,6 +541,7 @@ 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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mDragAndDrop->finish();
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if (mDragAndDrop->mSourceModel != mTradeModel)
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@ -549,7 +549,19 @@ namespace MWGui
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// Move item to the player's inventory
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ptr = mDragAndDrop->mSourceModel->moveItem(mDragAndDrop->mItem, mDragAndDrop->mDraggedCount, mTradeModel);
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}
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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 ((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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// 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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