CLASS(Inventory, Object)
/** Stores counts of items, the id being the index */
ATTRIBARRAY(Inventory, inv_items, int, REGISTRY_MAX(Items));
- /** Previous state */
- ATTRIB(Inventory, inventory, Inventory);
ENDCLASS(Inventory)
/** Player inventory */
.Inventory inventory;
+/** Player inventory storage (holds previous state) */
+.Inventory inventory_store;
REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
#ifdef SVQC
int minorBitsArr[Inventory_groups_major];
-void Inventory_Write(Inventory data)
+void Inventory_Write(Inventory data, Inventory store)
{
if (!data) {
WriteShort(MSG_ENTITY, 0);
int majorBits = 0;
FOREACH(Items, true, {
.int fld = inv_items[it.m_id];
- const bool changed = data.inventory.(fld) != data.(fld);
+ const bool changed = store.(fld) != data.(fld);
+ store.(fld) = data.(fld);
if (changed) {
int maj = G_MAJOR(it.m_id);
majorBits = BITSET(majorBits, BIT(maj), true);
TC(Inventory, this);
WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
TC(PlayerState, this.owner);
- Inventory_Write(this);
+ Inventory_Write(this, to.inventory_store);
return true;
}
void Inventory_new(PlayerState this)
{
- Inventory inv = NEW(Inventory), bak = NEW(Inventory);
- inv.inventory = bak;
+ Inventory inv = NEW(Inventory);
setcefc(inv, Inventory_customize);
Net_LinkEntity((inv.owner = this).inventory = inv, false, 0, Inventory_Send);
}
void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }
+
+void InventoryStorage_attach(entity e) { e.inventory_store = NEW(Inventory); e.inventory_store.drawonlytoclient = e; }
+void InventoryStorage_detach(entity e) { delete(e.inventory_store); }
#endif
void Inventory_new(PlayerState this);
void Inventory_delete(entity this);
+void InventoryStorage_attach(PlayerState this);
+void InventoryStorage_detach(PlayerState this);
void PlayerState_attach(entity this)
{
entcs_attach(this);
anticheat_init(this);
W_HitPlotOpen(this);
+ InventoryStorage_attach(this);
}
void bot_clientdisconnect(entity this);
W_HitPlotClose(this);
ClientData_Detach(this);
entcs_detach(this);
+ InventoryStorage_detach(this);
delete(CS(this));
this._cs = NULL;