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).

This commit is contained in:
Joonas Rikkonen
2018-07-30 11:00:21 +03:00
parent 9964923eba
commit c66098ca4e
5 changed files with 49 additions and 7 deletions
@@ -1723,7 +1723,7 @@ namespace Barotrauma
var itemContainer = item.GetComponent<ItemContainer>();
if (itemContainer != null)
{
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.InventoryState });
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.InventoryState, 0 });
}
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.Status });