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Should clean up some crafting transactions a bit
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parent
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commit
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1 changed files with 8 additions and 9 deletions
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@ -30,10 +30,7 @@ import com.github.steveice10.mc.protocol.data.game.inventory.ContainerActionType
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import com.github.steveice10.mc.protocol.data.game.inventory.ContainerType;
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import com.github.steveice10.mc.protocol.data.game.inventory.MoveToHotbarAction;
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import com.github.steveice10.mc.protocol.packet.ingame.serverbound.inventory.ServerboundContainerClickPacket;
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import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
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import it.unimi.dsi.fastutil.ints.IntOpenHashSet;
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import it.unimi.dsi.fastutil.ints.IntSet;
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import it.unimi.dsi.fastutil.ints.*;
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import org.geysermc.geyser.inventory.GeyserItemStack;
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import org.geysermc.geyser.inventory.Inventory;
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import org.geysermc.geyser.inventory.SlotType;
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@ -124,12 +121,14 @@ public final class ClickPlan {
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}
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ItemStack clickedItemStack;
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if (!planIter.hasNext() && refresh) {
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clickedItemStack = InventoryUtils.REFRESH_ITEM;
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} else {
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if (emulatePost1_16Logic) {
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// The action must be simulated first as Java expects the new contents of the cursor (as of 1.18.1)
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clickedItemStack = simulatedCursor.getItemStack();
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} else {
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if (!planIter.hasNext() && refresh) {
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// Doesn't have the intended effect with state IDs since this won't cause a complete window refresh
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// (It will eventually once state IDs desync, but this causes more problems than not)
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clickedItemStack = InventoryUtils.REFRESH_ITEM;
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} else {
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if (action.click.actionType == ContainerActionType.DROP_ITEM || action.slot == Click.OUTSIDE_SLOT) {
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clickedItemStack = null;
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