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Is EC still screwed up at spawns?

Bleak

UO Software Engineer
VIP
Stratics Veteran
Stratics Legend
I took a second look and it's kind of funny (not for default UI users though :p)

In Lua "0" evaluates to true when used in an expression. So "if (0) then .. else .. end" will always trigger the then branch. (see http://lua-users.org/wiki/ExpressionsTutorial bottom part)

Now guess what is done to flag an container for an update and how it is checked?

Code:
for id, value in pairs(ContainerWindow.OpenContainers) do
        if ContainerWindow.OpenContainers[id] ~= nil    then
            local isDirty = ContainerWindow.OpenContainers[id].dirty
            ContainerWindow.OpenContainers[id].dirty = 0 -- Still a dirty boy this container
            if(isDirty and ContainerWindow.OpenContainers[id].LastUpdate and ContainerWindow.OpenContainers[id].LastUpdate < ContainerWindow.DeltaRefresh)then
                ContainerWindow.UpdateContents(id)
                if (ContainerSearch.Container == id) then      
                    ContainerSearch.UpdateList()
                end          
            end
        end
    end
Thus the container window is updated all the time it is open. Yes right! Open a container and it will keep updating all the time until you close it again. Poor users at least can't complain their windows are not up to date :D

Please Devs put in a proper
Code:
ContainerWindow.OpenContainers[id].dirty = false
Apart from that it seems to work way better indeed. Props where props are due ;)
That code looks to be out of date. You might want to patch your client :)
 
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