/** 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(it.m_id), LAMBDA(
.int fld = inv_items[it.m_id];
- int prev = data.(fld);
- int next = data.(fld) = ReadByte();
+ int prev = this.(fld);
+ int next = this.(fld) = ReadByte();
LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next);
));
+ return true;
}
#endif
#ifdef SVQC
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.classname == "spectator")) e = e.enemy;
+ if (IS_SPEC(e)) e = e.enemy;
Inventory data = e.inventory;
Inventory_Write(data);
return true;
void Inventory_new(entity e)
{
Inventory inv = new(Inventory), bak = new(Inventory);
- inv.classname = 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);