diff --git a/src/main/scala/net/psforever/objects/avatar/PlayerControl.scala b/src/main/scala/net/psforever/objects/avatar/PlayerControl.scala index ee5fef561..16df2a05d 100644 --- a/src/main/scala/net/psforever/objects/avatar/PlayerControl.scala +++ b/src/main/scala/net/psforever/objects/avatar/PlayerControl.scala @@ -448,11 +448,11 @@ class PlayerControl(player: Player, avatarActor: typed.ActorRef[AvatarActor.Comm //loadout for a MAX player.ResistArmMotion(PlayerControl.maxRestriction) player.DrawnSlot = Player.HandsDownSlot - (newHolsters.filter(_.start == 4), newInventory.filterNot(dropPred)) + (newHolsters.filter(_.start == 4), newInventory) } else { //loadout for a vanilla exo-suit player.ResistArmMotion(Player.neverRestrict) - (newHolsters.filterNot(dropPred), newInventory.filterNot(dropPred)) + (newHolsters, newInventory) } } else { //proposed loadout conforms to a different inventory layout than the projected exo-suit @@ -460,7 +460,7 @@ class PlayerControl(player: Player, avatarActor: typed.ActorRef[AvatarActor.Comm //holsters (matching holsters will be inserted, the rest will deposited into the inventory) val (finalHolsters, leftoversForInventory) = Players.fillEmptyHolsters( player.Holsters().iterator, - (newHolsters.filterNot(_.obj.Size == EquipmentSize.Max) ++ newInventory).filterNot(dropPred) + (newHolsters.filterNot(_.obj.Size == EquipmentSize.Max) ++ newInventory) ) //inventory (items will be placed to accommodate the change, or dropped) val (finalInventory, _) = GridInventory.recoverInventory(leftoversForInventory, player.Inventory)