TheBusyBiscuit
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0925be3427
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Deprecations
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2019-08-25 22:01:22 +02:00 |
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TheBusyBiscuit
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2812b84ea8
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Minor Code Optimizations
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2019-06-20 10:12:34 +02:00 |
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Rick
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fda8f56f8a
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Switched to "continue" as stated. Although... pondering as to why this would have seemed to have worked anyway... the way I did it, in the case of a match, the whole thing quits... which is actually fine if the user just died in a keep-inventory region. If there was a better way of determining the existence of a keep-inventory region from all plugins that might produce one, really, that's what we'd rather be checking for here anyway. This is a fine alternative, but actually identical items will result in only one being kept when dying in a non-keep-inventory situation.
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2018-04-22 10:25:44 -04:00 |
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Rick
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785cbea08f
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I could not use "breaK" as advised as that would completely break the loop and cease checking for duplicates among the remaining items. However, we are only checking against 5 additional slots here, so I've stated them each and made them return if a match is a bit better than setting a variable and all that, this is also more clear about what is going on here. I will state that the previous patch does introduce a limitation: identical soulbound items would be lost. Having exactly duplicated soulbound items prior to a death is a rather extreme situation, but during my testing I actually was using some I duplicated in creative mode and noticed that I would only retrieve one of each, and not the copies. It might be desireable to integrate an option here to only use this logic IF keep inventory regions will be in use somewhere, although not entirely necessary.
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2018-04-20 17:53:36 -04:00 |
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AtomicScience
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fb07f1bb32
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Fixed incompatibility with KeepInventory
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2018-03-03 18:47:54 +03:00 |
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mrCookieSlime
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686004304c
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Slimefun 4
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2016-04-14 18:24:03 +02:00 |
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