Don't send network events
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@@ -168,7 +168,7 @@ local function tryStackFabricator(character)
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local previous = nil
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local previous = nil
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for _, item in ipairs(items) do
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for _, item in ipairs(items) do
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if previous ~= item.Prefab.Identifier then slot = slot + 1 end
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if previous ~= item.Prefab.Identifier then slot = slot + 1 end
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local moved = inputInventory.TryPutItem(item, slot, false, true, Character.Controlled, true)
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local moved = inputInventory.TryPutItem(item, slot, false, true, nil)
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if not moved then
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if not moved then
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MyModGlobal.debugPrint(string.format("Failed to move %s", item.Prefab.Identifier.Value))
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MyModGlobal.debugPrint(string.format("Failed to move %s", item.Prefab.Identifier.Value))
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end
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end
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@@ -164,7 +164,7 @@ local function tryReloadSlot(slot, preferMinCondition)
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break
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break
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end
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end
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local moved = inventorySlot.inventory.TryPutItem(ititem, inventorySlot.slotIndex, false, true, Character.Controlled, true)
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local moved = inventorySlot.inventory.TryPutItem(ititem, inventorySlot.slotIndex, false, true, nil)
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-- When the slot is full no more will be able to be moved
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-- When the slot is full no more will be able to be moved
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-- And tat that point we're done with that slot
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-- And tat that point we're done with that slot
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if not moved then break end
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if not moved then break end
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@@ -23,6 +23,10 @@ local LOAD_MAP = {
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revolver = { revolverround = 999 },
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revolver = { revolverround = 999 },
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underwaterscooter = battery,
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underwaterscooter = battery,
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weldingtool = { weldingfueltank = 1 },
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weldingtool = { weldingfueltank = 1 },
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exosuit = { fuelrot = 1, oxygentank = 1 },
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healthscanner = battery,
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portablepump = battery,
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handcannon = { handcannonround = 999 },
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}
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}
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return LOAD_MAP
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return LOAD_MAP
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@@ -126,8 +126,7 @@ local function tryMoveItem(item, itemTree, force)
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if itemLocation.maxFits > 0 and canBePut then
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if itemLocation.maxFits > 0 and canBePut then
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moved = moved or
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moved = moved or
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itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, Character.Controlled,
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itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, nil)
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true)
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if moved then
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if moved then
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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break
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break
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@@ -160,8 +159,7 @@ local function tryMoveItem(item, itemTree, force)
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if maxFits > 0 then
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if maxFits > 0 then
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-- MyModGlobal.debugPrint(string.format("Trying to move item to empty slot at index: %d", itemLocation.slotIndex))
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-- MyModGlobal.debugPrint(string.format("Trying to move item to empty slot at index: %d", itemLocation.slotIndex))
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moved = moved or
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moved = moved or
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itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, false, Character.Controlled,
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itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, false, nil)
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true)
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if moved then
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if moved then
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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break
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break
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@@ -379,8 +377,7 @@ local function stackToCursor()
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-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
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-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
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-- What other shit? Wish I knew
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-- What other shit? Wish I knew
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-- So we'll use HowManyCanBePut instead...
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-- So we'll use HowManyCanBePut instead...
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled,
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, nil)
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true)
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if not moved then
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if not moved then
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MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
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MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
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.slotIndex - 1))
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.slotIndex - 1))
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@@ -440,8 +437,7 @@ local function stackAllToCursor()
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-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
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-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
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-- What other shit? Wish I knew
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-- What other shit? Wish I knew
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-- So we'll use HowManyCanBePut instead...
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-- So we'll use HowManyCanBePut instead...
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled,
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, nil)
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true)
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if not moved then
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if not moved then
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MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
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MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
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.slotIndex - 1))
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.slotIndex - 1))
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@@ -99,7 +99,7 @@ local function tryUnloadSlot(slot)
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local canAccept = nearbySlot.inventory.CanBePutInSlot(iitem.Prefab, nearbySlot.slotIndex)
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local canAccept = nearbySlot.inventory.CanBePutInSlot(iitem.Prefab, nearbySlot.slotIndex)
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if canAccept then
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if canAccept then
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local moved = nearbySlot.inventory.TryPutItem(iitem, nearbySlot.slotIndex, true, false,
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local moved = nearbySlot.inventory.TryPutItem(iitem, nearbySlot.slotIndex, true, false,
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Character.Controlled, true)
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nil)
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-- print(string.format("Moved item %s to slot %d", iitem.Name, nearbySlot.slotIndex))
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-- print(string.format("Moved item %s to slot %d", iitem.Name, nearbySlot.slotIndex))
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if moved then break end
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if moved then break end
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end
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end
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