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Update GameMessages.cpp
I promise I'm not farming changes. I woke up at like 4AM and realised that I'd screwed up in an obvious way. Note to self: You are ALLOWED to change variables. Wasn't caught in testing because, well, it turns out it's actually impossible to test the edge case this covers, due to the script for the brick console.
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@ -5433,6 +5433,8 @@ void GameMessages::HandleRemoveItemFromInventory(RakNet::BitStream* inStream, En
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return;
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}
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iStackCount = std::min<uint32_t>(item->GetCount(), iStackCount);
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if (bConfirmed) {
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for (auto i = 0; i < iStackCount; ++i) {
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if (eInvType == eInventoryType::MODELS)
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@ -5441,14 +5443,14 @@ void GameMessages::HandleRemoveItemFromInventory(RakNet::BitStream* inStream, En
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}
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}
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item->SetCount(item->GetCount() - std::min<uint32_t>(item->GetCount(), iStackCount), true);
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item->SetCount(item->GetCount() - iStackCount, true);
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EntityManager::Instance()->SerializeEntity(entity);
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auto* missionComponent = entity->GetComponent<MissionComponent>();
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if (missionComponent != nullptr)
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{
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, item->GetLot(), LWOOBJID_EMPTY, "", -std::min<uint32_t>(item->GetCount(), iStackCount));
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, item->GetLot(), LWOOBJID_EMPTY, "", -iStackCount);
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}
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}
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}
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