ItemInventories don't have own ID's anymore but rely on owner ID, relaying reliablemessages through server

This commit is contained in:
Regalis
2015-10-21 01:39:00 +03:00
parent daf1e2bfd8
commit 0233579e37
12 changed files with 118 additions and 71 deletions
+11 -2
View File
@@ -1100,6 +1100,11 @@ namespace Barotrauma
{
return true;
}
else if (type == NetworkEventType.InventoryUpdate)
{
if (inventory == null) return false;
return inventory.FillNetworkData(NetworkEventType.InventoryUpdate, message, data);
}
var hasInputs =
(GetInputState(InputType.Left) ||
@@ -1229,6 +1234,12 @@ namespace Barotrauma
}
return;
}
else if (type == NetworkEventType.InventoryUpdate)
{
if (inventory == null) return;
inventory.ReadNetworkData(NetworkEventType.InventoryUpdate, message);
return;
}
bool actionKeyState = false;
bool secondaryKeyState = false;
@@ -1393,8 +1404,6 @@ namespace Barotrauma
if (GameMain.Client!=null && GameMain.Client.Character == this) GameMain.Client.Character = null;
if (inventory != null) inventory.Remove();
if (aiTarget != null)
aiTarget.Remove();