diff --git a/source/InventorySimulator/InventorySimulator.Events.cs b/source/InventorySimulator/InventorySimulator.Events.cs index 2f39c27..aec89fb 100644 --- a/source/InventorySimulator/InventorySimulator.Events.cs +++ b/source/InventorySimulator/InventorySimulator.Events.cs @@ -14,9 +14,9 @@ public HookResult OnPlayerConnect(EventPlayerConnect @event, GameEventInfo _) var player = @event.Userid; if (player != null && IsPlayerHumanAndValid(player)) { - if (PlayerOnTickManager.TryGetValue(player.SteamID, out var tuple)) + if (PlayerOnTickInventoryManager.TryGetValue(player.SteamID, out var tuple)) { - PlayerOnTickManager[player.SteamID] = (player, tuple.Item2); + PlayerOnTickInventoryManager[player.SteamID] = (player, tuple.Item2); } RefreshPlayerInventory(player); } diff --git a/source/InventorySimulator/InventorySimulator.Listeners.cs b/source/InventorySimulator/InventorySimulator.Listeners.cs index 9ee1b97..7cf93df 100644 --- a/source/InventorySimulator/InventorySimulator.Listeners.cs +++ b/source/InventorySimulator/InventorySimulator.Listeners.cs @@ -15,7 +15,7 @@ public void OnTick() // According to @bklol the right way to change the Music Kit is to update the player's inventory, I'm // pretty sure that's the best way to change anything inventory-related, but that's not something // public and we brute force the setting of the Music Kit here. - foreach (var (player, inventory) in PlayerOnTickManager.Values) + foreach (var (player, inventory) in PlayerOnTickInventoryManager.Values) if (player != null) { GivePlayerMusicKit(player, inventory); diff --git a/source/InventorySimulator/InventorySimulator.Player.cs b/source/InventorySimulator/InventorySimulator.Player.cs index 7eb7a2b..02f1030 100644 --- a/source/InventorySimulator/InventorySimulator.Player.cs +++ b/source/InventorySimulator/InventorySimulator.Player.cs @@ -43,8 +43,8 @@ public void AddPlayerInventory(ulong steamId, PlayerInventory inventory) Server.NextFrame(() => { if (inventory.MusicKit != null) - PlayerOnTickManager[steamId] = (Utilities.GetPlayerFromSteamId(steamId), inventory); - else PlayerOnTickManager.Remove(steamId); + PlayerOnTickInventoryManager[steamId] = (Utilities.GetPlayerFromSteamId(steamId), inventory); + else PlayerOnTickInventoryManager.Remove(steamId); }); } @@ -63,11 +63,11 @@ public void RemovePlayerInventory(ulong steamId) if (!LoadedPlayerInventory.Contains(steamId)) { PlayerInventoryManager.Remove(steamId); - PlayerOnTickManager.Remove(steamId); + PlayerOnTickInventoryManager.Remove(steamId); } - if (PlayerOnTickManager.TryGetValue(steamId, out var tuple)) + if (PlayerOnTickInventoryManager.TryGetValue(steamId, out var tuple)) { - PlayerOnTickManager[steamId] = (null, tuple.Item2); + PlayerOnTickInventoryManager[steamId] = (null, tuple.Item2); } } diff --git a/source/InventorySimulator/InventorySimulator.State.cs b/source/InventorySimulator/InventorySimulator.State.cs index e92f4c0..fd202e7 100644 --- a/source/InventorySimulator/InventorySimulator.State.cs +++ b/source/InventorySimulator/InventorySimulator.State.cs @@ -25,7 +25,7 @@ public partial class InventorySimulator public readonly HashSet LoadedPlayerInventory = new(); public readonly Dictionary PlayerCooldownManager = new(); - public readonly Dictionary PlayerOnTickManager = new(); + public readonly Dictionary PlayerOnTickInventoryManager = new(); public readonly Dictionary PlayerInventoryManager = new(); public readonly PlayerInventory EmptyInventory = new();