@@ -312,7 +312,7 @@ bool CTFInventoryManager::EquipItemInLoadout( int iClass, int iSlot, itemid_t iI
312
312
#ifdef BDSBASE
313
313
CEconItemView* pItem = m_LocalInventory.GetInventoryItemByItemID (iItemID);
314
314
315
- if (iItemID < 100000 )
315
+ if (iItemID < TF_CUSTOM_ITEMS_ID_LIMIT )
316
316
{
317
317
int count = TFInventoryManager ()->GetSoloItemCount ();
318
318
for (int i = 0 ; i < count; i++)
@@ -1170,7 +1170,7 @@ void CTFPlayerInventory::EquipLocal(uint64 ulItemID, equipped_class_t unClass, e
1170
1170
#ifdef BDSBASE
1171
1171
itemid_t ulPreviousItem = m_LoadoutItems[unClass][unSlot];
1172
1172
1173
- if (ulPreviousItem != 0 && ulPreviousItem < 100000 )
1173
+ if (ulPreviousItem != 0 && ulPreviousItem < TF_CUSTOM_ITEMS_ID_LIMIT )
1174
1174
{
1175
1175
int count = TFInventoryManager ()->GetSoloItemCount ();
1176
1176
for (int i = 0 ; i < count; i++)
@@ -1201,7 +1201,7 @@ void CTFPlayerInventory::EquipLocal(uint64 ulItemID, equipped_class_t unClass, e
1201
1201
1202
1202
// Equip the new item and add it to our loadout.
1203
1203
#ifdef BDSBASE
1204
- if (ulItemID < 100000 )
1204
+ if (ulItemID < TF_CUSTOM_ITEMS_ID_LIMIT )
1205
1205
{
1206
1206
int count = TFInventoryManager ()->GetSoloItemCount ();
1207
1207
CEconItemView* pItem = NULL ;
@@ -1709,7 +1709,7 @@ CEconItemView* CTFPlayerInventory::GetDefaultItemInLoadout(int iClass, int iSlot
1709
1709
return pItem;
1710
1710
}
1711
1711
1712
- if (m_LoadoutItems[iClass][iSlot] < 100000 )
1712
+ if (m_LoadoutItems[iClass][iSlot] < TF_CUSTOM_ITEMS_ID_LIMIT )
1713
1713
{
1714
1714
int count = TFInventoryManager ()->GetSoloItemCount ();
1715
1715
0 commit comments