Fix selling weapons to Fence, added stackObjectCount to upd init
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@@ -213,6 +213,7 @@ public class BotHelper(
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return _randomUtil.GetCollectionValue(chosenFactionDetails.FirstNames);
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}
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// TODO: this keeps randomly null refing with nothing being null, plz fix smart person
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_pmcNameCache.TryAdd(cacheKey, matchingNames);
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eligibleNames = matchingNames;
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}
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@@ -146,7 +146,9 @@ public class FenceService(
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// HUGE THANKS TO LACYWAY AND LEAVES FOR PROVIDING THIS SOLUTION FOR SPT TO IMPLEMENT!!
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// Copy the item and its children
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var clonedItems = _cloner.Clone(itemHelper.FindAndReturnChildrenAsItems(items, mainItem.Id));
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var root = clonedItems[0];
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// I BLAME LACY FOR THIS ISSUE, I SPENT HOURS FIXING IT /s
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// i think on node the one with hideout usually came first
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var root = clonedItems.FirstOrDefault(x => x.SlotId == "hideout");
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var cost = GetItemPrice(root.Template, clonedItems);
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@@ -437,13 +439,23 @@ public class FenceService(
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// if the Upd doesnt exist just initialize it
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if (newRootItem.Upd == null)
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{
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newRootItem.Upd = new Upd();
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newRootItem.Upd = new Upd()
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{
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StackObjectsCount = 1
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};
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}
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// New assort to be added to existing assorts
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existingFenceAssorts.Items.AddRange(itemWithChildren);
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existingFenceAssorts.BarterScheme[newRootItem.Id] = newFenceAssorts.BarterScheme[newRootItem.Id];
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existingFenceAssorts.LoyalLevelItems[newRootItem.Id] = newFenceAssorts.LoyalLevelItems[newRootItem.Id];
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if (!existingFenceAssorts.BarterScheme.TryAdd(newRootItem.Id, newFenceAssorts.BarterScheme[newRootItem.Id]))
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{
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existingFenceAssorts.BarterScheme[newRootItem.Id] = newFenceAssorts.BarterScheme[newRootItem.Id];
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}
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if (!existingFenceAssorts.LoyalLevelItems.TryAdd(newRootItem.Id, newFenceAssorts.LoyalLevelItems[newRootItem.Id]))
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{
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existingFenceAssorts.LoyalLevelItems[newRootItem.Id] = newFenceAssorts.LoyalLevelItems[newRootItem.Id];
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}
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}
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}
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