feat: handle WeaponSkins picked up in missions #1854
@ -30,6 +30,7 @@ import {
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    addMods,
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					    addMods,
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    addRecipes,
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					    addRecipes,
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    addShipDecorations,
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					    addShipDecorations,
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					    addSkin,
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    addStanding,
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					    addStanding,
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    combineInventoryChanges,
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					    combineInventoryChanges,
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    generateRewardSeed,
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					    generateRewardSeed,
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@ -411,6 +412,11 @@ export const addMissionInventoryUpdates = async (
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                    upgrade.UpgradeFingerprint = clientUpgrade.UpgradeFingerprint; // primitive way to copy over the riven challenge progress
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					                    upgrade.UpgradeFingerprint = clientUpgrade.UpgradeFingerprint; // primitive way to copy over the riven challenge progress
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                });
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					                });
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                break;
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					                break;
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					            case "WeaponSkins":
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					                for (const item of value) {
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					                    addSkin(inventory, item.ItemType);
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					                }
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					                break;
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            case "Boosters":
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					            case "Boosters":
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                value.forEach(booster => {
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					                value.forEach(booster => {
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                    addBooster(booster.ItemType, booster.ExpiryDate, inventory);
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					                    addBooster(booster.ItemType, booster.ExpiryDate, inventory);
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@ -20,7 +20,8 @@ import {
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    IDiscoveredMarker,
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					    IDiscoveredMarker,
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    ILockedWeaponGroupClient,
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					    ILockedWeaponGroupClient,
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    ILoadOutPresets,
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					    ILoadOutPresets,
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    IInvasionProgressClient
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					    IInvasionProgressClient,
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					    IWeaponSkinClient
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} from "./inventoryTypes/inventoryTypes";
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					} from "./inventoryTypes/inventoryTypes";
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import { IGroup } from "./loginTypes";
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					import { IGroup } from "./loginTypes";
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@ -101,6 +102,7 @@ export type IMissionInventoryUpdateRequest = {
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    }[];
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					    }[];
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    CollectibleScans?: ICollectibleEntry[];
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					    CollectibleScans?: ICollectibleEntry[];
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    Upgrades?: IUpgradeClient[]; // riven challenge progress
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					    Upgrades?: IUpgradeClient[]; // riven challenge progress
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					    WeaponSkins?: IWeaponSkinClient[];
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    StrippedItems?: {
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					    StrippedItems?: {
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        DropTable: string;
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					        DropTable: string;
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        DROP_MOD?: number[];
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					        DROP_MOD?: number[];
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