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UseConsumable: Rely on BackpackChange
instead, to avoid double-accounting
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monitor.py
30
monitor.py
@ -1019,24 +1019,28 @@ class EDLogs(FileSystemEventHandler): # type: ignore # See below
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self.state['BackPack'][entry['Type']][i] = 0
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self.state['BackPack'][entry['Type']][i] = 0
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elif event_type == 'UseConsumable':
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elif event_type == 'UseConsumable':
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# alpha4
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# When using an item from the player’s inventory (backpack)
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#
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# Parameters:
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# • Name
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# • Type
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# TODO: XXX: From v31 doc
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# TODO: XXX: From v31 doc
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# 12.2 BackpackChange
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# 12.2 BackpackChange
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# This is written when there is any change to the contents of the
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# This is written when there is any change to the contents of the
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# suit backpack – note this can be written at the same time as other
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# suit backpack – note this can be written at the same time as other
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# events like UseConsumable
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# events like UseConsumable
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for c in self.state['BackPack']['Consumable']:
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if c == entry['Name']:
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# In 4.0.0.100 it is observed that:
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self.state['BackPack']['Consumable'][c] -= 1
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#
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# Paranoia in case we lost track
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# 1. Throw of any grenade type *only* causes a BackpackChange event, no
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if self.state['BackPack']['Consumable'][c] < 0:
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# accompanying 'UseConsumable'.
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self.state['BackPack']['Consumable'][c] = 0
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# 2. Using an Energy Cell causes both UseConsumable and BackpackChange,
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# in that order.
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# 3. Medkit acts the same as Energy Cell.
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#
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# Thus we'll just ignore 'UseConsumable' for now.
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# for c in self.state['BackPack']['Consumable']:
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# if c == entry['Name']:
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# self.state['BackPack']['Consumable'][c] -= 1
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# # Paranoia in case we lost track
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# if self.state['BackPack']['Consumable'][c] < 0:
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# self.state['BackPack']['Consumable'][c] = 0
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...
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# TODO:
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# TODO:
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# <https://forums.frontier.co.uk/threads/575010/>
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# <https://forums.frontier.co.uk/threads/575010/>
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