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refactor: Vendor inventory loading (#1163)
* refactor: Vendor inventory loading Implement proper delta compression dynamically determine multicostitems and standard cost items Quatantine max's custom code * address feedback * fix newline * oops * remove header * fix default and const for * he said make it a reference too, not just const
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@@ -1286,21 +1286,21 @@ void GameMessages::SendVendorStatusUpdate(Entity* entity, const SystemAddress& s
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VendorComponent* vendor = static_cast<VendorComponent*>(entity->GetComponent(eReplicaComponentType::VENDOR));
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if (!vendor) return;
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std::map<LOT, int> vendorItems = vendor->GetInventory();
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auto vendorItems = vendor->GetInventory();
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bitStream.Write(entity->GetObjectID());
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bitStream.Write(eGameMessageType::VENDOR_STATUS_UPDATE);
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bitStream.Write(bUpdateOnly);
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bitStream.Write(static_cast<uint32_t>(vendorItems.size()));
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bitStream.Write<uint32_t>(vendorItems.size());
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for (std::pair<LOT, int> item : vendorItems) {
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bitStream.Write(static_cast<int>(item.first));
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bitStream.Write(static_cast<int>(item.second));
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for (const auto& item : vendorItems) {
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bitStream.Write(item.lot);
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bitStream.Write(item.sortPriority);
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}
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST
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SEND_PACKET;
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
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SEND_PACKET;
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}
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void GameMessages::SendVendorTransactionResult(Entity* entity, const SystemAddress& sysAddr) {
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