void Inventory_new(PlayerState this);
void Inventory_delete(entity this);
+void Inventory_clear(PlayerState this);
void InventoryStorage_attach(PlayerState this);
void InventoryStorage_delete(PlayerState this);
-void InventoryStorage_clear(PlayerState this);
void PlayerState_attach(entity this)
{
PlayerState ps = PS(this);
if (!ps) return; // initial connect
PS(this) = NULL;
- InventoryStorage_clear(this);
+ 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);