Include offhand inventory in imbued item updating (and armour, while we're at it), fixes #493
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@@ -346,6 +346,21 @@ public class WizardData implements INBTSerializable<NBTTagCompound> {
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// For each item in the player's inventory
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// For each item in the player's inventory
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for(ItemStack stack : player.inventory.mainInventory){
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for(ItemStack stack : player.inventory.mainInventory){
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updateImbutedItem(stack, activeImbuements);
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}
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for(ItemStack stack : player.inventory.armorInventory){
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updateImbutedItem(stack, activeImbuements);
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}
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for(ItemStack stack : player.inventory.offHandInventory){
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updateImbutedItem(stack, activeImbuements);
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}
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// Removes all imbuements from the map that are no longer active
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this.imbuementDurations.keySet().retainAll(activeImbuements);
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}
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private void updateImbutedItem(ItemStack stack, Set<Imbuement> activeImbuements){
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if(stack.isItemEnchanted()){
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if(stack.isItemEnchanted()){
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NBTTagList enchantmentList = stack.getItem() == Items.ENCHANTED_BOOK ?
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NBTTagList enchantmentList = stack.getItem() == Items.ENCHANTED_BOOK ?
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@@ -373,9 +388,6 @@ public class WizardData implements INBTSerializable<NBTTagCompound> {
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}
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}
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}
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}
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}
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}
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// Removes all imbuements from the map that are no longer active
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this.imbuementDurations.keySet().retainAll(activeImbuements);
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}
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// Ally designation system
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// Ally designation system
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