fix: handle acquisition of modular weapon parts (#906)
Fixes #905 Reviewed-on: http://209.141.38.3/OpenWF/SpaceNinjaServer/pulls/906
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				@ -322,7 +322,6 @@ export const addItem = async (
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    }
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					    }
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    if (typeName in ExportWeapons) {
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					    if (typeName in ExportWeapons) {
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        const weapon = ExportWeapons[typeName];
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					        const weapon = ExportWeapons[typeName];
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        // Many non-weapon items are "Pistols" in Public Export, so some duck typing is needed.
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        if (weapon.totalDamage != 0) {
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					        if (weapon.totalDamage != 0) {
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            const inventoryChanges = addEquipment(inventory, weapon.productCategory, typeName);
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					            const inventoryChanges = addEquipment(inventory, weapon.productCategory, typeName);
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            updateSlots(inventory, InventorySlot.WEAPONS, 0, 1);
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					            updateSlots(inventory, InventorySlot.WEAPONS, 0, 1);
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@ -332,6 +331,20 @@ export const addItem = async (
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                    WeaponBin: { count: 1, platinum: 0, Slots: -1 }
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					                    WeaponBin: { count: 1, platinum: 0, Slots: -1 }
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                }
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					                }
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            };
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					            };
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					        } else {
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					            // Modular weapon parts
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					            const miscItemChanges = [
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					                {
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					                    ItemType: typeName,
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					                    ItemCount: quantity
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					                } satisfies IMiscItem
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					            ];
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					            addMiscItems(inventory, miscItemChanges);
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					            return {
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					                InventoryChanges: {
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					                    MiscItems: miscItemChanges
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					                }
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					            };
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        }
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					        }
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    }
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					    }
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    if (typeName in creditBundles) {
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					    if (typeName in creditBundles) {
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