fix: handle acquisition of modular weapon parts
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This commit is contained in:
Sainan 2025-02-05 17:03:23 +01:00
parent 1351e73961
commit 7397b55c3c

View File

@ -322,7 +322,6 @@ export const addItem = async (
} }
if (typeName in ExportWeapons) { if (typeName in ExportWeapons) {
const weapon = ExportWeapons[typeName]; const weapon = ExportWeapons[typeName];
// Many non-weapon items are "Pistols" in Public Export, so some duck typing is needed.
if (weapon.totalDamage != 0) { if (weapon.totalDamage != 0) {
const inventoryChanges = addEquipment(inventory, weapon.productCategory, typeName); const inventoryChanges = addEquipment(inventory, weapon.productCategory, typeName);
updateSlots(inventory, InventorySlot.WEAPONS, 0, 1); updateSlots(inventory, InventorySlot.WEAPONS, 0, 1);
@ -332,6 +331,20 @@ export const addItem = async (
WeaponBin: { count: 1, platinum: 0, Slots: -1 } WeaponBin: { count: 1, platinum: 0, Slots: -1 }
} }
}; };
} else {
// Modular weapon parts
const miscItemChanges = [
{
ItemType: typeName,
ItemCount: quantity
} satisfies IMiscItem
];
addMiscItems(inventory, miscItemChanges);
return {
InventoryChanges: {
MiscItems: miscItemChanges
}
};
} }
} }
if (typeName in creditBundles) { if (typeName in creditBundles) {