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Add more logging around rewarding items (#1861)
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@@ -180,6 +180,7 @@ void InventoryComponent::AddItem(
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const int32_t sourceType,
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const bool bound,
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int32_t preferredSlot) {
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LOG("AddItem %i %i %s %s", lot, count, StringifiedEnum::ToString(lootSourceType).data(), StringifiedEnum::ToString(inventoryType).data());
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if (count == 0) {
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LOG("Attempted to add 0 of item (%i) to the inventory!", lot);
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@@ -483,7 +483,7 @@ void Mission::YieldRewards() {
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// If a mission rewards zero of an item, make it reward 1.
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auto count = pair.second > 0 ? pair.second : 1;
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LOG("Player %llu is receiving %i of item %i from repeatable mission %i", entity->GetObjectID(), count, pair.first, info.id);
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inventoryComponent->AddItem(pair.first, count, IsMission() ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT);
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}
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@@ -511,7 +511,7 @@ void Mission::YieldRewards() {
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// If a mission rewards zero of an item, make it reward 1.
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auto count = pair.second > 0 ? pair.second : 1;
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LOG("Player %llu is receiving %i of item %i from mission %i", entity->GetObjectID(), count, pair.first, info.id);
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inventoryComponent->AddItem(pair.first, count, IsMission() ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT);
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}
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@@ -129,6 +129,10 @@ std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(Entity* player, uint32_t m
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}
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}
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for (const auto& drop : drops) {
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LOG("Player %llu has rolled %i of item %i from loot matrix %i", player->GetObjectID(), drop.second, drop.first, matrixIndex);
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}
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return drops;
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}
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