TC(Inventory, this);
WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
entity e = this.owner;
- if (IS_SPEC(e)) e = e.enemy;
+ if (IS_SPEC(e)) e = PS(e.enemy); // TODO: how can this *ever* be the case?
TC(Player, e);
Inventory data = e.inventory;
Inventory_Write(data);
{
Inventory inv = NEW(Inventory), bak = NEW(Inventory);
inv.inventory = bak;
- inv.drawonlytoclient = e;
+ inv.drawonlytoclient = IS_CLIENT(e) ? e : e.m_client;
Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
}
void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }