Hey guys!
I'm currently using the most recent TFS from git hub.
I can see inside items.cpp that walkStack is commented out.
However, I very much would like to add this feature, if I'm not wrong it's the oldschool parcel stacking function right?
If anyone know how to fix it that would be awesome, these are the codes I found:
items.cpp
player.cpp
If possible, a config.lua function like "itemStackBlock = true" or something replacing the walkStack function completely would be so much better though. Making height above 2 not possible to pass unless your height is at least 1 below, with max game height at 4 if set to TRUE.
Alternatively, if you don't want to post the code I would appreciate it if you pointed me in the right direction.
But judging by logic, I'd say the best place to start would be tile.cpp and at this part:
The problem is though that I have actually no idea what I'm looking at here, haha.
Thanks in advance.
I'm currently using the most recent TFS from git hub.
I can see inside items.cpp that walkStack is commented out.
However, I very much would like to add this feature, if I'm not wrong it's the oldschool parcel stacking function right?
If anyone know how to fix it that would be awesome, these are the codes I found:
items.cpp
C++:
{"walkstack", ITEM_PARSE_WALKSTACK},
C++:
//iType.walkStack = !hasBitSet(FLAG_FULLTILE, flags);
C++:
case ITEM_PARSE_WALKSTACK: {
it.walkStack = valueAttribute.as_bool();
break;
}
C++:
const Item* playerTileGround = playerTile->getGround();
if (!playerTileGround || !playerTileGround->hasWalkStack()) {
return false;
}
If possible, a config.lua function like "itemStackBlock = true" or something replacing the walkStack function completely would be so much better though. Making height above 2 not possible to pass unless your height is at least 1 below, with max game height at 4 if set to TRUE.
Alternatively, if you don't want to post the code I would appreciate it if you pointed me in the right direction.
But judging by logic, I'd say the best place to start would be tile.cpp and at this part:
C++:
bool Tile::hasHeight(uint32_t n) const
{
uint32_t height = 0;
if (ground) {
if (ground->hasProperty(CONST_PROP_HASHEIGHT)) {
++height;
}
if (n == height) {
return true;
}
}
if (const TileItemVector* items = getItemList()) {
for (const Item* item : *items) {
if (item->hasProperty(CONST_PROP_HASHEIGHT)) {
++height;
}
if (n == height) {
return true;
}
}
}
return false;
}
The problem is though that I have actually no idea what I'm looking at here, haha.
Thanks in advance.
Last edited: