andy vs. clippy round 5
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@ -1438,10 +1438,8 @@ impl<EG: EntityGateway> ItemAction<EG> for TradeMeseta {
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weapon.increment_kill_counter();
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entity_gateway.increment_kill_counter(&weapon_entity).await?;
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}
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// limiter
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for units in equipped_items.unit {
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if let Some(unit_entity) = units {
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let unit_id = inventory.get_item_by_entity_id(unit_entity).ok_or(ItemManagerError::EntityIdNotInInventory(unit_entity))?.item_id();
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for units in equipped_items.unit.iter().flatten() {
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let unit_id = inventory.get_item_by_entity_id(*units).ok_or(ItemManagerError::EntityIdNotInInventory(*units))?.item_id();
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let mut unit_handle = inventory.get_item_handle_by_id(unit_id).ok_or(ItemManagerError::NoSuchItemId(unit_id))?;
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let individual_item_u = unit_handle.item_mut()
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.ok_or(ItemManagerError::NoSuchItemId(unit_id))?
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@ -1452,8 +1450,6 @@ impl<EG: EntityGateway> ItemAction<EG> for TradeMeseta {
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.ok_or(ItemManagerError::WrongItemType(unit_id))?;
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unit.increment_kill_counter();
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entity_gateway.increment_kill_counter(&unit_entity).await?;
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}
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}
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entity_gateway.set_character_inventory(&character.id, &inventory.as_inventory_entity(&character.id)).await?;
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Ok(())
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