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Old 07-17-2012, 11:23 PM
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Uleat
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Join Date: Apr 2012
Location: North Carolina
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Regardless of the problems and issues that I've already described, the more that I dig into this, the more I am finding wrong.

This is not going to be a quick fix and will probably require a rework of many functions.

I've made some progress with what I have so far, like the server catching and deleting 'phantom' client items before they
bug 'real' server items.

Because of the differences in the way that some calling methods use certain functions, the 'swap' actions are being processed
in the wrong portion of code... (i..e., weapons are being treated as stackable items and having their 'charge' removed to become
'zero-charge' items when they are moved.)

I'd be willing to bet that any bugs dealing with the transfer of items can be traced back to what I've found (and am still finding.)


I'm anything but an expert, but I am making some progress..so, any input from you guys will help and is greatly appreciated!
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