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Fix mission rewards stacking on top of each other
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b08fb52272
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@ -374,8 +374,15 @@ int MissionManager::giveMissionReward(CNSocket *sock, int task) {
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fail.iErrorCode = 13; // inventory full
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fail.iErrorCode = 13; // inventory full
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sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
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sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
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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 -1;
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return -1;
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}
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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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}
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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@ -406,8 +413,8 @@ int MissionManager::giveMissionReward(CNSocket *sock, int task) {
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item[i].iSlotNum = slots[i];
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item[i].iSlotNum = slots[i];
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item[i].eIL = 1;
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item[i].eIL = 1;
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// update player
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// update player inventory, overwriting temporary item
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plr->Inven[slots[i]] = item->sItem;
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plr->Inven[slots[i]] = item[i].sItem;
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}
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}
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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