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Use drag and drop for ActionTake when InventoryWindow is active (bug #4543)
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@ -92,6 +92,7 @@
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Bug #4519: Knockdown does not discard movement in the 1st-person mode
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Bug #4531: Movement does not reset idle animations
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Bug #4539: Paper Doll is affected by GUI scaling
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Bug #4543: Picking cursed items through inventory (menumode) makes it disappear
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Bug #4545: Creatures flee from werewolves
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Bug #4551: Replace 0 sound range with default range separately
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Bug #4553: Forcegreeting on non-actor opens a dialogue window which cannot be closed
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@ -5,6 +5,8 @@
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwgui/inventorywindow.hpp"
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#include "class.hpp"
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#include "containerstore.hpp"
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@ -14,6 +16,17 @@ namespace MWWorld
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void ActionTake::executeImp (const Ptr& actor)
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{
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// When in GUI mode, we should use drag and drop
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if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
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{
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MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode();
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if (mode == MWGui::GM_Inventory || mode == MWGui::GM_Container)
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{
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MWBase::Environment::get().getWindowManager()->getInventoryWindow()->pickUpObject(getTarget());
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return;
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}
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}
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MWBase::Environment::get().getMechanicsManager()->itemTaken(
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actor, getTarget(), MWWorld::Ptr(), getTarget().getRefData().getCount());
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MWWorld::Ptr newitem = *actor.getClass().getContainerStore (actor).add (getTarget(), getTarget().getRefData().getCount(), actor);
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