initial unit testing work and a few tweaks to stuff relating to items

This commit is contained in:
Zack Piispanen 2011-07-23 15:21:56 -04:00
parent 727ae2322b
commit ffd0471326
4 changed files with 49 additions and 12 deletions

View file

@ -1945,9 +1945,12 @@ namespace TShockAPI
args.Player.SendMessage("Missing item name/id", Color.Red);
return;
}
int itemAmount = 0;
int.TryParse( args.Parameters[args.Parameters.Count - 1 ], out itemAmount );
var items = Tools.GetItemByIdOrName(args.Parameters[0]);
args.Parameters.RemoveAt(0);
int itemAmount = 0;
if( args.Parameters.Count > 0 )
int.TryParse( args.Parameters[0], out itemAmount );
if (items.Count == 0)
{
args.Player.SendMessage("Invalid item type!", Color.Red);
@ -1998,8 +2001,13 @@ namespace TShockAPI
return;
}
int itemAmount = 0;
int.TryParse(args.Parameters[args.Parameters.Count - 1], out itemAmount);
var items = Tools.GetItemByIdOrName(args.Parameters[0]);
args.Parameters.RemoveAt(0);
string plStr = args.Parameters[0];
args.Parameters.RemoveAt(0);
if( args.Parameters.Count > 0 )
int.TryParse(args.Parameters[args.Parameters.Count - 1], out itemAmount);
if (items.Count == 0)
{
@ -2014,7 +2022,6 @@ namespace TShockAPI
var item = items[0];
if (item.type >= 1 && item.type < Main.maxItemTypes)
{
string plStr = args.Parameters[1];
var players = Tools.FindPlayer(plStr);
if (players.Count == 0)
{