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Make players check inventory modification properly
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@@ -831,6 +831,7 @@ Inventory::~Inventory()
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void Inventory::clear()
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{
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m_dirty = true;
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for(u32 i=0; i<m_lists.size(); i++)
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{
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delete m_lists[i];
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@@ -840,6 +841,7 @@ void Inventory::clear()
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void Inventory::clearContents()
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{
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m_dirty = true;
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for(u32 i=0; i<m_lists.size(); i++)
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{
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InventoryList *list = m_lists[i];
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@@ -852,12 +854,14 @@ void Inventory::clearContents()
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Inventory::Inventory(IItemDefManager *itemdef)
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{
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m_dirty = false;
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m_itemdef = itemdef;
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}
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Inventory::Inventory(const Inventory &other)
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{
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*this = other;
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m_dirty = false;
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}
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Inventory & Inventory::operator = (const Inventory &other)
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@@ -865,6 +869,7 @@ Inventory & Inventory::operator = (const Inventory &other)
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// Gracefully handle self assignment
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if(this != &other)
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{
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m_dirty = true;
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clear();
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m_itemdef = other.m_itemdef;
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for(u32 i=0; i<other.m_lists.size(); i++)
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@@ -945,6 +950,7 @@ void Inventory::deSerialize(std::istream &is)
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InventoryList * Inventory::addList(const std::string &name, u32 size)
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{
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m_dirty = true;
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s32 i = getListIndex(name);
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if(i != -1)
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{
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@@ -990,6 +996,7 @@ bool Inventory::deleteList(const std::string &name)
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s32 i = getListIndex(name);
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if(i == -1)
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return false;
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m_dirty = true;
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delete m_lists[i];
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m_lists.erase(m_lists.begin() + i);
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return true;
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