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message when inventory is full (assumes player inventory destination, but item winds up in hand due to lack of space, but it works)
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@ -118,9 +118,11 @@ class GeneralLogic(val ops: GeneralOperations, implicit val context: ActorContex
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}
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}
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ops.fallHeightTracker(pos.z)
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// if (isCrouching && !player.Crouching) {
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// //dev stuff goes here
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// }
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if (isCrouching && !player.Crouching) {
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//dev stuff goes here
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sendResponse(ChatMsg(ChatMessageType.UNK_229, "@PadDeconstruct_secsA^23~"))
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sendResponse(ChatMsg(ChatMessageType.UNK_227, "@InventoryPickupNoRoom"))
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}
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player.Position = pos
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player.Velocity = vel
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player.Orientation = Vector3(player.Orientation.x, pitch, yaw)
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@ -1450,10 +1452,6 @@ class GeneralLogic(val ops: GeneralOperations, implicit val context: ActorContex
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val drainAmount = player.ExoSuitDef.CapacitorDrainPerSecond.toFloat * timeDiff
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player.Capacitor -= drainAmount
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sendResponse(PlanetsideAttributeMessage(player.GUID, 7, player.Capacitor.toInt))
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if (player.Capacitor <= 0 && player.UsingSpecial == SpecialExoSuitDefinition.Mode.Shielded) {
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ops.toggleMaxSpecialState(enable = false)
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sendResponse(ChatMsg(ChatMessageType.UNK_227, "@ArmorShieldOff"))
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}
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} else if (player.Capacitor < player.ExoSuitDef.MaxCapacitor) {
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if (player.Faction != PlanetSideEmpire.VS) {
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ops.toggleMaxSpecialState(enable = false)
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