Fixed only the first inventory of an item being synced (e.g. clients wouldn't get notified when an item is contained in the "output inventory" of a fabricator or deconstructor).
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@@ -1723,7 +1723,7 @@ namespace Barotrauma
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var itemContainer = item.GetComponent<ItemContainer>();
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if (itemContainer != null)
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{
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GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.InventoryState });
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GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.InventoryState, 0 });
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}
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GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.Status });
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