TeamREPENTOGON / TeamREPENTOGON/REPENTOGON

EntityPlayer:DischargeActiveItem() should work like EntityPlayer:FullCharge()

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enhancement non-callback-request
Dominant language
C++
Stars
345
Forks
51
Avg merge
11h 2m
Merged PRs (30d)
4

Description

By that I mean, if you put a slot id that is lower than 0 into :FullCharge(), it will fully charge all active items no matter the slot, but if you do the same for :DischargeActiveItem(), you will get an invalid slot error, it should discharge all possible items instead.

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First steps

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  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by locating the implementations or bindings for EntityPlayer:DischargeActiveItem() and EntityPlayer:FullCharge(), then compare how each handles a slot id below 0. Done means DischargeActiveItem() accepts a negative slot id and discharges all possible active items without producing an invalid slot error.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp, lua
Domain
api, tooling
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
45/100

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