void Inventory_new(PlayerState this);
void Inventory_delete(entity this);
+void Inventory_clear(PlayerState this);
void InventoryStorage_attach(PlayerState this);
-void InventoryStorage_detach(PlayerState this);
+void InventoryStorage_delete(PlayerState this);
void PlayerState_attach(entity this)
{
PlayerState ps = PS(this);
if (!ps) return; // initial connect
PS(this) = NULL;
+ Inventory_clear(this.inventory_store); // no need to network updates, as there is no inventory attached
if (ps.m_client != this) return; // don't own state, spectator
ps.ps_push(ps, this);
W_HitPlotClose(this);
ClientData_Detach(this);
entcs_detach(this);
- InventoryStorage_detach(this);
+ InventoryStorage_delete(this);
delete(CS(this));
this._cs = NULL;