Don't send network events

This commit is contained in:
2025-04-02 01:10:00 +02:00
parent 07b42dfa05
commit ba3f23da5d
5 changed files with 11 additions and 11 deletions

View File

@@ -168,7 +168,7 @@ local function tryStackFabricator(character)
local previous = nil
for _, item in ipairs(items) do
if previous ~= item.Prefab.Identifier then slot = slot + 1 end
local moved = inputInventory.TryPutItem(item, slot, false, true, Character.Controlled, true)
local moved = inputInventory.TryPutItem(item, slot, false, true, nil)
if not moved then
MyModGlobal.debugPrint(string.format("Failed to move %s", item.Prefab.Identifier.Value))
end

View File

@@ -164,7 +164,7 @@ local function tryReloadSlot(slot, preferMinCondition)
break
end
local moved = inventorySlot.inventory.TryPutItem(ititem, inventorySlot.slotIndex, false, true, Character.Controlled, true)
local moved = inventorySlot.inventory.TryPutItem(ititem, inventorySlot.slotIndex, false, true, nil)
-- When the slot is full no more will be able to be moved
-- And tat that point we're done with that slot
if not moved then break end

View File

@@ -23,6 +23,10 @@ local LOAD_MAP = {
revolver = { revolverround = 999 },
underwaterscooter = battery,
weldingtool = { weldingfueltank = 1 },
exosuit = { fuelrot = 1, oxygentank = 1 },
healthscanner = battery,
portablepump = battery,
handcannon = { handcannonround = 999 },
}
return LOAD_MAP

View File

@@ -126,8 +126,7 @@ local function tryMoveItem(item, itemTree, force)
if itemLocation.maxFits > 0 and canBePut then
moved = moved or
itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, Character.Controlled,
true)
itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, nil)
if moved then
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
break
@@ -160,8 +159,7 @@ local function tryMoveItem(item, itemTree, force)
if maxFits > 0 then
-- MyModGlobal.debugPrint(string.format("Trying to move item to empty slot at index: %d", itemLocation.slotIndex))
moved = moved or
itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, false, Character.Controlled,
true)
itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, false, nil)
if moved then
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
break
@@ -379,8 +377,7 @@ local function stackToCursor()
-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
-- What other shit? Wish I knew
-- So we'll use HowManyCanBePut instead...
local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled,
true)
local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, nil)
if not moved then
MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
.slotIndex - 1))
@@ -440,8 +437,7 @@ local function stackAllToCursor()
-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
-- What other shit? Wish I knew
-- So we'll use HowManyCanBePut instead...
local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled,
true)
local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, nil)
if not moved then
MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
.slotIndex - 1))

View File

@@ -99,7 +99,7 @@ local function tryUnloadSlot(slot)
local canAccept = nearbySlot.inventory.CanBePutInSlot(iitem.Prefab, nearbySlot.slotIndex)
if canAccept then
local moved = nearbySlot.inventory.TryPutItem(iitem, nearbySlot.slotIndex, true, false,
Character.Controlled, true)
nil)
-- print(string.format("Moved item %s to slot %d", iitem.Name, nearbySlot.slotIndex))
if moved then break end
end