Add additional item types to fence always-stack array
Adjust code to filter out all wearable equipment that has slots Add +1 to items that are always-stackable - ensures items that have no key in `itemStackSizeOverrideMinMax` get incremented
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96bace1288
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5e3d7e457d
@ -125,11 +125,18 @@
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},
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"preventDuplicateOffersOfCategory": [
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"543be5cb4bdc2deb348b4568",
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"57bef4c42459772e8d35a53b",
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"5485a8684bdc2da71d8b4567",
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"5448f3ac4bdc2dce718b4569",
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"5448f39d4bdc2d0a728b4568",
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"5448f3a14bdc2d27728b4569",
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"5448bc234bdc2d3c308b4569"
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"5448bc234bdc2d3c308b4569",
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"543be5e94bdc2df1348b4568",
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"5448eb774bdc2d0a728b4567",
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"5447e1d04bdc2dff2f8b4567",
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"5448ecbe4bdc2d60728b4568",
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"543be6674bdc2df1348b4569",
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"5448fe124bdc2da5018b4567"
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],
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"weaponDurabilityPercentMinMax": {
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"current": {
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@ -609,7 +609,7 @@ export class FenceService
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if (this.itemShouldBeForceStacked(existingItem, itemDbDetails))
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{
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i--;
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existingItem.upd.StackObjectsCount++;
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continue;
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}
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@ -667,8 +667,11 @@ export class FenceService
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return false;
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}
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// Don't stack armored rigs
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if (this.itemHelper.isOfBaseclass(itemDbDetails._id, BaseClasses.VEST) && itemDbDetails._props.Slots.length > 0)
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// Don't stack armor with slots (plates/inserts etc)
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if (
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this.itemHelper.isOfBaseclass(itemDbDetails._id, BaseClasses.ARMORED_EQUIPMENT)
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&& itemDbDetails._props.Slots.length > 0
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)
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{
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return false;
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}
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