function Inventory:GiveItem(inst, slot, src_pos) ...... else -- should consider the case that stacksize can exceed the maxsize after the stack combination if self.activeitem and self.activeitem ~= inst and self.activeitem.components.stackable and inst.components.stackable and self.activeitem.prefab == inst.prefab and self.activeitem.skinname == inst.skinname and not self.activeitem.components.stackable:IsFull() then self.activeitem.components.stackable:Put(inst, Vector3(self.inst.Transform:GetWorldPosition())) self.inst:PushEvent("gotnewitem", { item = inst, toactiveitem = true, }) returnvalue = true shouldwisecrack = false else self:DropItem(inst, true, true) end end end
Note: Make sure your inventory is full.
Crafting or picking up product that exceeds your active item slot could genernate the leftovers at the previous position
(could be 0,0,0 if the leftovers spawned without set world position)
Steps to Reproduce
As Above
-
1
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now