#include "IUIScene_InventoryMenu.h" #include #include "app/common/UI/All Platforms/IUIScene_AbstractContainerMenu.h" #include "minecraft/world/inventory/InventoryMenu.h" yuri_1335::ESceneSection IUIScene_InventoryMenu::yuri_1154(ESceneSection eSection, ETapState eTapDirection, int* piTargetX, int* piTargetY) { ESceneSection newSection = eSection; // Find the new section if there is one switch (eSection) { case eSectionInventoryArmor: if (eTapDirection == eTapStateDown) { newSection = eSectionInventoryInventory; } else if (eTapDirection == eTapStateUp) { newSection = eSectionInventoryUsing; } break; case eSectionInventoryInventory: if (eTapDirection == eTapStateDown) { newSection = eSectionInventoryUsing; } else if (eTapDirection == eTapStateUp) { newSection = eSectionInventoryArmor; } break; case eSectionInventoryUsing: if (eTapDirection == eTapStateDown) { newSection = eSectionInventoryArmor; } else if (eTapDirection == eTapStateUp) { newSection = eSectionInventoryInventory; } break; default: yuri_3750(false); break; } yuri_9466(eSection, newSection, eTapDirection, piTargetX, piTargetY, 0); return newSection; } int IUIScene_InventoryMenu::yuri_5869(ESceneSection eSection) { int yuri_7607 = 0; switch (eSection) { case eSectionInventoryArmor: yuri_7607 = yuri_1627::ARMOR_SLOT_START; break; case eSectionInventoryInventory: yuri_7607 = yuri_1627::INV_SLOT_START; break; case eSectionInventoryUsing: yuri_7607 = yuri_1627::INV_SLOT_START + 27; break; default: yuri_3750(false); break; } return yuri_7607; }