entityclass(Inventory);
/** Stores counts of items, the id being the index */
-class(Inventory) .int inv_items[MAX_ITEMS];
+class(Inventory) .int inv_items[Items_MAX];
/** Player inventory; Inventories also have one inventory for storing the previous state */
.Inventory inventory;
+REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
+
#ifdef CSQC
-void Inventory_Read(Inventory data)
+NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
{
+ make_pure(this);
const int bits = ReadInt24_t();
- FOREACH(ITEMS, bits & BIT(i), LAMBDA(
- .int fld = inv_items[i];
- int prev = data.(fld);
- int next = data.(fld) = ReadByte();
- LOG_TRACEF("%s: %.0f -> %.0f\n", ITEMS[i].m_name, prev, next);
+ FOREACH(Items, bits & BIT(it.m_id), LAMBDA(
+ .int fld = inv_items[it.m_id];
+ int prev = this.(fld);
+ int next = this.(fld) = ReadByte();
+ LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next);
));
+ return true;
}
#endif
void Inventory_Write(Inventory data)
{
int bits = 0;
- FOREACH(ITEMS, true, LAMBDA(
- .int fld = inv_items[i];
- bits = BITSET(bits, BIT(i), data.inventory.(fld) != (data.inventory.(fld) = data.(fld)));
+ FOREACH(Items, true, LAMBDA(
+ .int fld = inv_items[it.m_id];
+ bits = BITSET(bits, BIT(it.m_id), data.inventory.(fld) != (data.inventory.(fld) = data.(fld)));
));
WriteInt24_t(MSG_ENTITY, bits);
- FOREACH(ITEMS, bits & BIT(i), LAMBDA(
- WriteByte(MSG_ENTITY, data.inv_items[i]);
+ FOREACH(Items, bits & BIT(it.m_id), LAMBDA(
+ WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
));
}
#endif
#ifdef SVQC
-bool Inventory_Send(entity to, int sf)
+bool Inventory_Send(entity this, entity to, int sf)
{
- WriteByte(MSG_ENTITY, ENT_CLIENT_INVENTORY);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
entity e = self.owner;
if (IS_SPEC(e)) e = e.enemy;
Inventory data = e.inventory;
void Inventory_new(entity e)
{
Inventory inv = new(Inventory), bak = new(Inventory);
- inv.classname = "inventory", bak.classname = "inventory";
+ make_pure(inv); make_pure(bak);
inv.inventory = bak;
inv.drawonlytoclient = e;
Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);