Removed unused function hydrateAmmoBoxWithAmmo()
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4a8c12dc59
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@ -289,6 +289,15 @@ export class InventoryHelper
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return true;
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return true;
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}
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}
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/**
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* Find a location to place an item into inventory and place it
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* @param stashFS2D 2-dimensional representation of the container slots
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* @param sortingTableFS2D 2-dimensional representation of the sorting table slots
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* @param itemWithChildren Item to place
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* @param playerInventory
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* @param useSortingTable Should sorting table to be used if main stash has no space
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* @param output output to send back to client
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*/
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protected placeItemInInventory(
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protected placeItemInInventory(
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stashFS2D: number[][],
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stashFS2D: number[][],
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sortingTableFS2D: number[][],
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sortingTableFS2D: number[][],
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@ -304,7 +313,6 @@ export class InventoryHelper
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// Look for a place to slot item into
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// Look for a place to slot item into
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const findSlotResult = this.containerHelper.findSlotForItem(stashFS2D, itemSize[0], itemSize[1]);
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const findSlotResult = this.containerHelper.findSlotForItem(stashFS2D, itemSize[0], itemSize[1]);
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if (findSlotResult.success)
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if (findSlotResult.success)
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{
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{
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/* Fill in the StashFS_2D with an imaginary item, to simulate it already being added
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/* Fill in the StashFS_2D with an imaginary item, to simulate it already being added
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@ -400,67 +408,6 @@ export class InventoryHelper
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}
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}
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}
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}
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/**
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* Add ammo to ammo boxes
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* @param itemToAdd Item to check is ammo box
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* @param parentId Ammo box parent id
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* @param output IItemEventRouterResponse object
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* @param sessionID Session id
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* @param pmcData Profile to add ammobox to
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* @param output object to send to client
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* @param foundInRaid should ammo be FiR
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*/
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protected hydrateAmmoBoxWithAmmo(
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pmcData: IPmcData,
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itemToAdd: IAddItemTempObject,
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parentId: string,
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sessionID: string,
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output: IItemEventRouterResponse,
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foundInRaid: boolean,
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): void
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{
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const itemInfo = this.itemHelper.getItem(itemToAdd.itemRef._tpl)[1];
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const stackSlots = itemInfo._props.StackSlots;
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if (stackSlots !== undefined)
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{
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// Cartridge info seems to be an array of size 1 for some reason... (See AmmoBox constructor in client code)
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let maxCount = stackSlots[0]._max_count;
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const ammoTpl = stackSlots[0]._props.filters[0].Filter[0];
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const ammoStackMaxSize = this.itemHelper.getItem(ammoTpl)[1]._props.StackMaxSize;
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const ammos = [];
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let location = 0;
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// Place stacks in ammo box no larger than StackMaxSize, prevents player when opening item getting stack of ammo > StackMaxSize
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while (maxCount > 0)
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{
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const ammoStackSize = maxCount <= ammoStackMaxSize ? maxCount : ammoStackMaxSize;
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const ammoItem: Item = {
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_id: this.hashUtil.generate(),
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_tpl: ammoTpl,
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parentId: parentId,
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slotId: "cartridges",
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location: location,
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upd: { StackObjectsCount: ammoStackSize },
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};
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if (foundInRaid)
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{
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ammoItem.upd.SpawnedInSession = true;
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}
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ammos.push(ammoItem);
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location++;
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maxCount -= ammoStackMaxSize;
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}
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for (const item of [output.profileChanges[sessionID].items.new, pmcData.Inventory.items])
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{
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item.push(...ammos);
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}
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}
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}
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/**
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/**
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* @param assortItems Items to add to inventory
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* @param assortItems Items to add to inventory
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* @param requestItem Details of purchased item to add to inventory
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* @param requestItem Details of purchased item to add to inventory
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