(68f3eb5ff) Fixed clients reading character events incorrectly if a character has selected another character, but a client doesn't know about the selected character being spawned yet.

This commit is contained in:
Joonas Rikkonen
2019-05-16 07:02:22 +03:00
parent 761726c9b1
commit 1be3897197
10 changed files with 120 additions and 42 deletions
@@ -886,6 +886,25 @@ namespace Barotrauma.Items.Components
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);