| 351 | } |
| 352 | |
| 353 | void CUIInventoryWnd::Hide() |
| 354 | { |
| 355 | PlaySnd(eInvSndClose); |
| 356 | inherited::Hide(); |
| 357 | |
| 358 | SendInfoToActor("ui_inventory_hide"); |
| 359 | ClearAllLists(); |
| 360 | |
| 361 | //достать вещь в активный слот |
| 362 | CActor* pActor = smart_cast<CActor*>(Level().CurrentEntity()); |
| 363 | if (pActor && m_iCurrentActiveSlot != NO_ACTIVE_SLOT && pActor->inventory().m_slots[m_iCurrentActiveSlot].m_pIItem) |
| 364 | { |
| 365 | pActor->inventory().Activate(m_iCurrentActiveSlot); |
| 366 | m_iCurrentActiveSlot = NO_ACTIVE_SLOT; |
| 367 | } |
| 368 | |
| 369 | if (Core.Features.test(xrCore::Feature::more_hide_weapon)) |
| 370 | if (pActor) |
| 371 | pActor->SetWeaponHideState(INV_STATE_INV_WND, false); |
| 372 | |
| 373 | HideSlotsHighlight(); |
| 374 | } |
| 375 | |
| 376 | void CUIInventoryWnd::HideSlotsHighlight() |
| 377 | { |
no test coverage detected