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Inventory: Undo prediction on drop
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parent
1db3d252cf
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@ -646,8 +646,6 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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if (src_can_take_count != -1 && src_can_take_count < take_count)
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take_count = src_can_take_count;
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int actually_dropped_count = 0;
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// Update item due executed callbacks
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src_item = list_from->getItem(from_i);
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@ -656,10 +654,12 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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item1.count = take_count;
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if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
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player->getBasePosition())) {
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actually_dropped_count = take_count - item1.count;
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int actually_dropped_count = take_count - item1.count;
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if (actually_dropped_count == 0) {
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infostream<<"Actually dropped no items"<<std::endl;
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// Revert client prediction
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mgr->setInventoryModified(from_inv);
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return;
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}
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@ -670,9 +670,10 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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if (item2.count != actually_dropped_count)
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errorstream<<"Could not take dropped count of items"<<std::endl;
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mgr->setInventoryModified(from_inv);
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}
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src_item.count = actually_dropped_count;
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mgr->setInventoryModified(from_inv);
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}
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infostream<<"IDropAction::apply(): dropped "
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@ -681,7 +682,6 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<" i="<<from_i
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<<std::endl;
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src_item.count = actually_dropped_count;
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/*
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Report drop to endpoints
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@ -1151,6 +1151,7 @@ void Server::setInventoryModified(const InventoryLocation &loc)
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return;
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player->setModified(true);
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player->inventory.setModified(true);
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// Updates are sent in ServerEnvironment::step()
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}
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break;
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