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08/08/19, 06:13 AM   #3
cOOLsp0T
 
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Join Date: Jul 2019
Posts: 17
hmmm.... thx that solves another problem which I got, but the given problem is still the same.

I need the bagID, slotID and stackCountChanged from INVENTORY_SINGLE_SLOT_UPDATE for my data. I really dont understand why It doesnt proceed right when the Item is getten looted, because after looting will the inventory change and about my understanding have the event to be fired, but it fires after the looting function is ended. Did I miss something?

Here is a Log of my runtime vars. As you can see, will the globals updated too late. It has to be updated right after Looted
Code:
[14:04] — cOOLsp0T's Loot Manager 1.1 — Activated —
[14:04] — LootMgr: REG >>> LootInit() >>> LOOT_UPDATED
[14:04] — LootMgr: UNREG <<< LootInit() <<< LOOT_UPDATED
[14:04] — LootMgr: ID: 1
[14:04] — LootMgr: Name: Deteri^N
[14:04] — LootMgr: Amount: 1
[14:04] — LootMgr: Quality: 1
[14:04] — LootMgr: Gold: 1
[14:04] — LootMgr: Quest: false
[14:04] — LootMgr: Stolen: false
[14:04] — LootMgr: ItemType: 53 - Essence Rune
[14:04] — LootMgr: Trait: 0 - None
[14:04] — LootMgr: Loot this: false
[14:04] ——————————————————————————
[14:04] — LootMgr: REG >>> GetData() >>> INVENTORY_SINGLE_SLOT_UPDATE
[14:04] — LootMgr: Looted
[14:04] — LootMgr: CheckForEquip
[14:04] — LootMgr: REG >>> GetData() >>> INVENTORY_SINGLE_SLOT_UPDATE
[14:04] — LootMgr: UNREG <<< GetData() <<< INVENTORY_SINGLE_SLOT_UPDATE
[14:04] — LootMgr: Globals updated!
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