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
@@ -25,15 +25,14 @@ namespace Barotrauma
private Vector2[] slotPositions;
public CharacterInventory(int capacity, Character character)
: base(capacity)
: base(character, capacity)
{
this.character = character;
if (icons == null) icons = TextureLoader.FromFile("Content/UI/inventoryIcons.png");
slotPositions = new Vector2[limbSlots.Length];
int rectWidth = 40, rectHeight = 40;
int spacing = 10;
for (int i = 0; i < slotPositions.Length; i++)
@@ -123,16 +122,19 @@ namespace Barotrauma
if (allowedSlots.HasFlag(limbSlots[i]) && items[i]!=null) return false;
}
bool placed = false;
for (int i = 0; i < capacity; i++)
{
if (allowedSlots.HasFlag(limbSlots[i]) && items[i] == null)
{
PutItem(item, i, createNetworkEvent);
PutItem(item, i, createNetworkEvent, !placed);
item.Equip(character);
return true;
placed = true;
}
}
if (placed) return true;
if (allowedSlots.HasFlag(LimbSlot.BothHands)) TryPutItem(item, 3, createNetworkEvent);
return false;
@@ -158,7 +160,7 @@ namespace Barotrauma
Inventory otherInventory = items[i].inventory;
if (otherInventory!=null)
{
new Networking.NetworkEvent(Networking.NetworkEventType.InventoryUpdate, otherInventory.ID, true);
new Networking.NetworkEvent(Networking.NetworkEventType.InventoryUpdate, otherInventory.Owner.ID, true);
}
combined = true;