Posted September 5, 201510 yr Hey guys, I am experiencing problems with InventoryHelper.dropInventoryItems. I am using the variable inventoryLimit to limit the inventory a player can hold (using ItemPickUp event custom guis etc etc.) the following code is part of my IEEP. Basically I want the player to drop parts of his inventory if the newLimit is smaller then the old inventoryLimit, because he cant "hold it anymore". My problem is that sometimes the items dupe. I check the content of my toDrop inventory via for loop to be sure the problem isnt inside the filling of the inventory. I checked eveything with 1 stack of stone. Console output is: [20:13:29] [server thread/INFO] [sTDOUT]: [de.failender.shadowsrising.util.ExtendedPlayer:setInventoryLimit:90]: 0 64xtile.stone@0 But sometimes there is 64 Items dropped (the stack) sometimes more (biggest I had was 118) Am I doing something terribly wrong or is the InventoryHelper buggy? public void setInventoryLimit(int newLimit) { if(player.worldObj.isRemote) { inventoryLimit = newLimit; return; } if(newLimit<inventoryLimit) { InventoryPlayer inv = player.inventory; InventoryBasic toDrop = new InventoryBasic("", false, inventoryLimit-newLimit); for(int i=newLimit; i<inventoryLimit ; i++) { toDrop.setInventorySlotContents(i-newLimit, inv.getStackInSlot(i)); inv.setInventorySlotContents(i, null); } for(int i=0; i<toDrop.getSizeInventory(); i++) { if(toDrop.getStackInSlot(i)!=null) System.out.println(i+" "+toDrop.getStackInSlot(i)); } InventoryHelper.dropInventoryItems(player.worldObj, new BlockPos(player.posX, player.posY, player.posZ), toDrop); } inventoryLimit = newLimit; }
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