/** Player inventory; Inventories also have one inventory for storing the previous state */
.Inventory inventory;
+REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
+
#ifdef CSQC
NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
{
{
WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
entity e = self.owner;
- if (/*IS_SPEC(e)*/ (e.classname == "spectator")) e = e.enemy;
+ if (IS_SPEC(e)) e = e.enemy;
Inventory data = e.inventory;
Inventory_Write(data);
return true;