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Prevent RemoveItem() script function from clearing inventorySendBuffer
Up to this commit, the following commands in a Lua script led to the target player receiving all three items, as expected: tes3mp.AddItem(self.pid, "common_shirt_01", 1, -1) tes3mp.AddItem(self.pid, "common_pants_01", 1, -1) tes3mp.AddItem(self.pid, "common_shoes_01", 1, -1) tes3mp.SendInventory(self.pid) This, on the other hand, only led to the removal of the last item specified (in this case, the shoes): tes3mp.RemoveItem(self.pid, "common_shirt_01", 1) tes3mp.RemoveItem(self.pid, "common_pants_01", 1) tes3mp.RemoveItem(self.pid, "common_shoes_01", 1) tes3mp.SendInventory(self.pid) Inventory functions are bound to remain confusing, but they should at least be consistent in their behavior.
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@ -65,7 +65,6 @@ void ItemFunctions::RemoveItem(unsigned short pid, const char* itemName, unsigne
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item.refid = itemName;
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item.count = count;
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player->inventorySendBuffer.items.clear();
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player->inventorySendBuffer.items.push_back(item);
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player->inventorySendBuffer.action = Inventory::REMOVEITEM;
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}
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