TeamREPENTOGON / TeamREPENTOGON/REPENTOGON
EntityPlayer:DischargeActiveItem() should work like EntityPlayer:FullCharge()
Nobody has claimed this yet.
- 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.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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