Hi Folks, its me again.
I have a problem with an Event Handler wrapped around my function. The function itself loots all items, checks if the user whished to loot that item and destroys all left overs. My problem is, that the Event wouldnt fire. I register it right before the loot actions starts and unregister it when the looting action ends.
Code:
function LootManager.Lootinit()
if Config.GeneralSettings.ClearNodes == true then
EVENT_MANAGER:RegisterForEvent(LootManager.Name, EVENT_INVENTORY_SINGLE_SLOT_UPDATE, function(...) LootManager.GarbageHandler(...) end)
LootManager.Debugger(1)
end
LootMoney()
local num = GetNumLootItems()
for itemnumber = 1, num, 1 do
lootitem = LootManager.ItemFilter(itemnumber,nil,nil)
LootManager.Debugger(0,num,itemnumber,lootitem)
_,_,_,_,_,_,LootManager.isQuest,_ = GetLootItemInfo(itemnumber)
if Config.GeneralSettings.Debug ~= true then
if Config.GeneralSettings.ClearNodes == true then LootItemById(itemID) end
if Config.GeneralSettings.ClearNodes == false and lootitem == true then LootItemById(itemID) end
end
end
if Config.GeneralSettings.BlindLoot == true then EndLooting() end
if Config.GeneralSettings.ClearNodes == true then
EVENT_MANAGER:UnregisterForEvent(LootManager.Name, EVENT_INVENTORY_SINGLE_SLOT_UPDATE)
LootManager.Debugger(2)
end
end