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https://github.com/OpenFusionProject/OpenFusion.git
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adjusted item codes logic to handle multiple items per code
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@@ -719,7 +719,7 @@ void unhideCommand(std::string full, std::vector<std::string>& args, CNSocket* s
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void redeemCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "/redeem: no code specified");
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ChatManager::sendServerMessage(sock, "/redeem: No code specified");
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return;
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}
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@@ -730,34 +730,42 @@ void redeemCommand(std::string full, std::vector<std::string>& args, CNSocket* s
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}
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Player* plr = PlayerManager::getPlayer(sock);
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int slotNum = ItemManager::findFreeSlot(plr);
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int itemCount = ItemManager::CodeItems[code].size();
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int slots[4];
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// no space
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if (slotNum == -1) {
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ChatManager::sendServerMessage(sock, "/redeem: Inventory full");
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return;
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for (int i = 0; i < itemCount; i++) {
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slots[i] = ItemManager::findFreeSlot(plr);
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if (slots[i] == -1) {
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ChatManager::sendServerMessage(sock, "/redeem: Not enough space in inventory");
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// delete any temp items we might have set
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for (int j = 0; j < i; j++) {
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plr->Inven[slots[j]] = { 0, 0, 0, 0 }; // empty
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}
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return;
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}
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plr->Inven[slots[i]] = { 999, 999, 999, 0 }; // temp item; overwritten later
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}
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for (int i = 0; i < itemCount; i++) {
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std::pair<int32_t, int32_t> item = ItemManager::CodeItems[code][i];
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INITSTRUCT(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC, resp);
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std::pair<int32_t, int32_t> item = ItemManager::CodeItems[code];
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INITSTRUCT(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC, resp);
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resp.eIL = 1;
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resp.iSlotNum = slots[i];
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resp.Item.iID = item.first;
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resp.Item.iType = item.second;
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// I think it is safe? :eyes
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resp.Item.iOpt = 1;
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resp.eIL = 1;
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resp.iSlotNum = slotNum;
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// just in case it's a vehicle
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if (item.second == 10) {
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// set time limit: current time + 7days
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resp.Item.iTimeLimit = getTimestamp() + 604800;
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// save serverside
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plr->Inven[resp.iSlotNum] = resp.Item;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC, sizeof(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC));
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}
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resp.Item.iID = item.first;
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resp.Item.iType = item.second;
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// I think it is safe? :eyes
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resp.Item.iOpt = 1;
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// save serverside
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plr->Inven[resp.iSlotNum] = resp.Item;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC, sizeof(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC));
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ChatManager::sendServerMessage(sock, "You have redeemed a code item");
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std::string msg = itemCount == 1 ? "You have redeemed a code item" : "You have redeemed code items";
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ChatManager::sendServerMessage(sock, msg);
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}
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void ChatManager::init() {
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