We don't need the showCraftingLabel flag, as IAEStack is perfectly fine with 0 size stacks. (#3071)

Adjust rendering code to use ItemStack with size 1 where required.
This commit is contained in:
fscan
2017-09-09 12:58:22 +02:00
committed by GitHub
parent 955fcac92a
commit 375e1efb15
13 changed files with 38 additions and 67 deletions
@@ -455,7 +455,8 @@ public abstract class AEBaseGui extends GuiContainer
action = ( mouseButton == 1 ) ? InventoryAction.SPLIT_OR_PLACE_SINGLE : InventoryAction.PICKUP_OR_SET_DOWN;
stack = ( (SlotME) slot ).getAEStack();
if( stack != null && action == InventoryAction.PICKUP_OR_SET_DOWN && stack.getShowCraftingLabel() && player.inventory.getItemStack().isEmpty() )
if( stack != null && action == InventoryAction.PICKUP_OR_SET_DOWN && stack.getStackSize() == 0 && player.inventory.getItemStack()
.isEmpty() )
{
action = InventoryAction.AUTO_CRAFT;
}
@@ -715,7 +716,7 @@ public abstract class AEBaseGui extends GuiContainer
// Annoying but easier than trying to splice into render item
super.drawSlot( new Size1Slot( (SlotME) s ) );
this.stackSizeRenderer.renderStackSize( this.fontRenderer, ( (SlotME) s ).getAEStack(), s.getStack(), s.xPos, s.yPos );
this.stackSizeRenderer.renderStackSize( this.fontRenderer, ( (SlotME) s ).getAEStack(), s.xPos, s.yPos );
}
catch( final Exception err )