forked from mtcontrib/3d_armor
Only validate armor inventory after user changes
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@ -387,6 +387,7 @@ armor.damage = function(self, player, index, stack, use)
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self:run_callbacks("on_damage", player, index, stack)
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self:set_inventory_stack(player, index, stack)
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if stack:get_count() == 0 then
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self:run_callbacks("on_unequip", player, index, old_stack)
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self:run_callbacks("on_destroy", player, index, old_stack)
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self:set_player_armor(player)
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end
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@ -480,45 +481,6 @@ armor.save_armor_inventory = function(self, player)
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if not name then
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return
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end
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-- Workaround for detached inventory swap exploit
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local armor_prev = {}
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local armor_list_string = player:get_attribute("3d_armor_inventory")
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if armor_list_string then
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local armor_list = self:deserialize_inventory_list(armor_list_string)
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for i, stack in ipairs(armor_list) do
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if stack:get_count() > 0 then
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armor_prev[stack:get_name()] = i
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end
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end
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end
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local elements = {}
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local player_inv = player:get_inventory()
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for i = 1, 6 do
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local stack = inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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local item = stack:get_name()
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local element = self:get_element(item)
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if element and not elements[element] then
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if armor_prev[item] then
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armor_prev[item] = nil
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else
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-- Item was not in previous inventory
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armor:run_callbacks("on_equip", player, i, stack)
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end
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elements[element] = true;
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else
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inv:remove_item("armor", stack)
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if player_inv and player_inv:room_for_item("main", stack) then
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player_inv:add_item("main", stack)
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end
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end
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end
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end
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for item, i in pairs(armor_prev) do
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local stack = ItemStack(item)
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-- Previous item is not in current inventory
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armor:run_callbacks("on_unequip", player, i, stack)
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end
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player:set_attribute("3d_armor_inventory",
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self:serialize_inventory_list(inv:get_list("armor")))
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end
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