#ifdef GAMEQC
CLASS(Inventory, Object)
/** Stores counts of items, the id being the index */
- ATTRIBARRAY(Inventory, inv_items, int, Items_MAX);
+ ATTRIBARRAY(Inventory, inv_items, int, REGISTRY_MAX(Items));
/** Previous state */
ATTRIB(Inventory, inventory, Inventory);
ENDCLASS(Inventory)
REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
const int Inventory_groups_minor = 8; // exactly 1 byte
-const int Inventory_groups_major = 3; // ceil(Items_MAX / Inventory_groups_minor)
+const int Inventory_groups_major = 4; // ceil(REGISTRY_MAX(Items) / Inventory_groups_minor)
#define G_MAJOR(id) (floor((id) / Inventory_groups_minor))
#define G_MINOR(id) ((id) % Inventory_groups_minor)
if (!(minorBits & BIT(j))) {
continue;
}
- const GameItem it = Items_from(Inventory_groups_minor * i + j);
+ const GameItem it = REGISTRY_GET(Items, Inventory_groups_minor * i + j);
.int fld = inv_items[it.m_id];
int prev = this.(fld);
int next = this.(fld) = ReadByte();
if (!(minorBits & BIT(j)))
continue;
- const entity it = Items_from(Inventory_groups_minor * i + j);
+ const entity it = REGISTRY_GET(Items, Inventory_groups_minor * i + j);
WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
}
}