if (block_visible) {
DirectionalLighting &world_prog = viewport.HUDProgram();
world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+ world_prog.SetLightColor({ 1.0f, 1.0f, 1.0f });
+ world_prog.SetAmbientColor({ 0.1f, 0.1f, 0.1f });
// disable distance fog
world_prog.SetFogDensity(0.0f);
, client_ctrl(cc)
, fwd(0)
, rev(0)
-, slot(0)
, num_slots(10)
, locked(false) {
}
void Interface::InvAbs(int s) {
- slot = s % num_slots;
+ int slot = s % num_slots;
while (slot < 0) {
slot += num_slots;
}
}
void Interface::InvRel(int delta) {
- InvAbs(slot + delta);
+ InvAbs(player_ctrl.GetPlayer().GetInventorySlot() + delta);
}