Fix quickstack
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@@ -322,10 +322,19 @@ local function stackToCursor()
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-- And it is much easier to let the game decide when we can not move
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-- Any more items (via return value of TryPutItem)
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-- And we then know that we can safely stop
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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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-- So we'll use HowManyCanBePut instead...
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, nil)
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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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.slotIndex - 1))
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-- return false, true
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end
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local maxFits = slot.inventory.HowManyCanBePut(ititem.Prefab, slot.slotIndex - 1)
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if maxFits <= 0 then
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MyModGlobal.debugPrint(string.format("Item %s has no more fits in slot %d", ititem.Name, slot
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.slotIndex - 1))
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return false, true
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end
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end
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@@ -358,10 +367,19 @@ local function stackAllToCursor()
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-- And it is much easier to let the game decide when we can not move
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-- Any more items (via return value of TryPutItem)
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-- And we then know that we can safely stop
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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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-- So we'll use HowManyCanBePut instead...
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, nil)
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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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.slotIndex - 1))
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-- return false, true
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end
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local maxFits = slot.inventory.HowManyCanBePut(ititem.Prefab, slot.slotIndex - 1)
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if maxFits <= 0 then
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MyModGlobal.debugPrint(string.format("Item %s has no more fits in slot %d", ititem.Name, slot
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.slotIndex - 1))
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return false, true
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end
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end
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