From 100aefcee4f7b7c2c05f1b07834c3c390ae9c456 Mon Sep 17 00:00:00 2001 From: AMelonInsideLemon <166175391+AMelonInsideLemon@users.noreply.github.com> Date: Thu, 24 Apr 2025 11:24:53 -0700 Subject: [PATCH] fix: give corresponding weapon when crafting Hound (#1816) Reviewed-on: https://onlyg.it/OpenWF/SpaceNinjaServer/pulls/1816 Reviewed-by: Sainan Co-authored-by: AMelonInsideLemon <166175391+AMelonInsideLemon@users.noreply.github.com> Co-committed-by: AMelonInsideLemon <166175391+AMelonInsideLemon@users.noreply.github.com> --- .../api/modularWeaponCraftingController.ts | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/src/controllers/api/modularWeaponCraftingController.ts b/src/controllers/api/modularWeaponCraftingController.ts index 0d083371..91809b49 100644 --- a/src/controllers/api/modularWeaponCraftingController.ts +++ b/src/controllers/api/modularWeaponCraftingController.ts @@ -17,7 +17,7 @@ import { getDefaultUpgrades } from "@/src/services/itemDataService"; import { modularWeaponTypes } from "@/src/helpers/modularWeaponHelper"; import { IEquipmentDatabase } from "@/src/types/inventoryTypes/commonInventoryTypes"; import { getRandomInt } from "@/src/services/rngService"; -import { ExportSentinels, IDefaultUpgrade } from "warframe-public-export-plus"; +import { ExportSentinels, ExportWeapons, IDefaultUpgrade } from "warframe-public-export-plus"; import { Status } from "@/src/types/inventoryTypes/inventoryTypes"; interface IModularCraftRequest { @@ -138,6 +138,18 @@ export const modularWeaponCraftingController: RequestHandler = async (req, res) } else { defaultUpgrades = getDefaultUpgrades(data.Parts); } + + if (category == "MoaPets") { + const weapon = ExportSentinels[data.WeaponType].defaultWeapon; + if (weapon) { + const category = ExportWeapons[weapon].productCategory; + addEquipment(inventory, category, weapon, undefined, inventoryChanges); + combineInventoryChanges( + inventoryChanges, + occupySlot(inventory, productCategoryToInventoryBin(category)!, !!data.isWebUi) + ); + } + } defaultOverwrites.Configs = applyDefaultUpgrades(inventory, defaultUpgrades); addEquipment(inventory, category, data.WeaponType, data.Parts, inventoryChanges, defaultOverwrites); combineInventoryChanges(