feat: classic crafting
credits: comicgab
This commit is contained in:
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#include "stdafx.h"
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#include "UI.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\Minecraft.h"
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#include "..\..\LocalPlayer.h"
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#include "UIScene_ClassicCraftingMenu.h"
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UIScene_ClassicCraftingMenu::UIScene_ClassicCraftingMenu(int iPad, void* _initData, UILayer* parentLayer) : UIScene_AbstractContainerMenu(iPad, parentLayer)
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{
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// Setup all the Iggy references we need for this scene
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initialiseMovie();
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CraftingPanelScreenInput* initData = static_cast<CraftingPanelScreenInput*>(_initData);
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m_labelTitle.init(app.GetString(IDS_HOW_TO_PLAY_MENU_CRAFTING));
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Minecraft* pMinecraft = Minecraft::GetInstance();
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if (pMinecraft->localgameModes[m_iPad] != nullptr)
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{
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TutorialMode* gameMode = static_cast<TutorialMode*>(pMinecraft->localgameModes[m_iPad]);
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m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
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gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_3x3Crafting_Menu, this);
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}
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//TODO: Add Fireworks check
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// m_labelTitle.init(app.GetString(IDS_HOW_TO_PLAY_MENU_FIREWORKS));
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// FireworksMenu *m_menu = new FireworksMenu(initData->player->inventory, initData->player->level, initData->x, initData->y, initData->z);
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CraftingMenu* m_menu = new CraftingMenu(initData->player->inventory, initData->player->level, initData->x, initData->y, initData->z);
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Initialize(initData->iPad, m_menu, true, CraftingMenu::INV_SLOT_START, eSectionClassicCraftingHotbar, eSectionClassicCraftingMax);
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m_slotListResult.addSlots(CraftingMenu::RESULT_SLOT, 1);
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m_slotListCrafting.addSlots(CraftingMenu::CRAFT_SLOT_START, 9);
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app.SetRichPresenceContext(m_iPad, CONTEXT_GAME_STATE_CRAFTING);
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delete initData;
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}
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wstring UIScene_ClassicCraftingMenu::getMoviePath()
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{
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if (app.GetLocalPlayerCount() > 1)
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return L"ClassicCraftingMenuSplit";
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else
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return L"ClassicCraftingMenu";
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}
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void UIScene_ClassicCraftingMenu::handleReload()
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{
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Initialize(m_iPad, m_menu, true, CraftingMenu::INV_SLOT_START, eSectionClassicCraftingHotbar, eSectionClassicCraftingMax);
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m_slotListResult.addSlots(CraftingMenu::RESULT_SLOT, 1);
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m_slotListCrafting.addSlots(CraftingMenu::CRAFT_SLOT_START, 9);
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}
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int UIScene_ClassicCraftingMenu::getSectionColumns(ESceneSection eSection)
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{
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int cols = 0;
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switch (eSection)
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{
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case eSectionClassicCraftingHotbar:
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cols = 9;
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break;
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case eSectionClassicCraftingInventory:
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cols = 9;
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break;
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case eSectionClassicCraftingGrid:
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cols = 3;
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break;
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case eSectionClassicCraftingResult:
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cols = 1;
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break;
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default:
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assert(false);
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break;
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}
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return cols;
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}
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int UIScene_ClassicCraftingMenu::getSectionRows(ESceneSection eSection)
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{
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int rows = 0;
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switch (eSection)
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{
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case eSectionClassicCraftingHotbar:
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rows = 1;
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break;
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case eSectionClassicCraftingInventory:
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rows = 3;
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break;
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case eSectionClassicCraftingGrid:
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rows = 3;
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break;
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case eSectionClassicCraftingResult:
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rows = 1;
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break;
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default:
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assert(false);
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break;
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}
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return rows;
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}
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void UIScene_ClassicCraftingMenu::GetPositionOfSection(ESceneSection eSection, UIVec2D* pPosition)
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{
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switch (eSection)
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{
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case eSectionClassicCraftingHotbar:
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pPosition->x = m_slotListHotbar.getXPos();
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pPosition->y = m_slotListHotbar.getYPos();
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break;
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case eSectionClassicCraftingInventory:
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pPosition->x = m_slotListInventory.getXPos();
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pPosition->y = m_slotListInventory.getYPos();
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break;
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case eSectionClassicCraftingGrid:
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pPosition->x = m_slotListCrafting.getXPos();
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pPosition->y = m_slotListCrafting.getYPos();
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break;
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case eSectionClassicCraftingResult:
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pPosition->x = m_slotListResult.getXPos();
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pPosition->y = m_slotListResult.getYPos();
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break;
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default:
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assert(false);
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break;
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}
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}
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void UIScene_ClassicCraftingMenu::GetItemScreenData(ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize)
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{
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UIVec2D sectionSize;
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switch (eSection)
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{
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case eSectionClassicCraftingHotbar:
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sectionSize.x = m_slotListHotbar.getWidth();
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sectionSize.y = m_slotListHotbar.getHeight();
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break;
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case eSectionClassicCraftingInventory:
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sectionSize.x = m_slotListInventory.getWidth();
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sectionSize.y = m_slotListInventory.getHeight();
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break;
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case eSectionClassicCraftingGrid:
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sectionSize.x = m_slotListCrafting.getWidth();
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sectionSize.y = m_slotListCrafting.getHeight();
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break;
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case eSectionClassicCraftingResult:
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sectionSize.x = m_slotListResult.getWidth();
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sectionSize.y = m_slotListResult.getHeight();
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break;
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default:
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assert(false);
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break;
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}
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int rows = getSectionRows(eSection);
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int cols = getSectionColumns(eSection);
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pSize->x = sectionSize.x / cols;
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pSize->y = sectionSize.y / rows;
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int itemCol = iItemIndex % cols;
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int itemRow = iItemIndex / cols;
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pPosition->x = itemCol * pSize->x;
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pPosition->y = itemRow * pSize->y;
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}
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void UIScene_ClassicCraftingMenu::setSectionSelectedSlot(ESceneSection eSection, int x, int y)
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{
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int cols = getSectionColumns(eSection);
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int index = (y * cols) + x;
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UIControl_SlotList* slotList = nullptr;
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switch (eSection)
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{
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case eSectionClassicCraftingHotbar:
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slotList = &m_slotListHotbar;
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break;
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case eSectionClassicCraftingInventory:
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slotList = &m_slotListInventory;
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break;
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case eSectionClassicCraftingGrid:
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slotList = &m_slotListCrafting;
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break;
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case eSectionClassicCraftingResult:
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slotList = &m_slotListResult;
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break;
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default:
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assert(false);
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break;
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}
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slotList->setHighlightSlot(index);
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}
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UIControl* UIScene_ClassicCraftingMenu::getSection(ESceneSection eSection)
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{
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UIControl* control = nullptr;
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switch (eSection)
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{
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case eSectionClassicCraftingHotbar:
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control = &m_slotListHotbar;
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break;
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case eSectionClassicCraftingInventory:
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control = &m_slotListInventory;
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break;
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case eSectionClassicCraftingGrid:
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control = &m_slotListCrafting;
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break;
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case eSectionClassicCraftingResult:
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control = &m_slotListResult;
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break;
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default:
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assert(false);
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break;
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}
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return control;
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}
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