inv.owner = this;
Net_LinkEntity(inv, false, 0, Inventory_Send);
}
+
void Inventory_delete(entity e) { delete(e.inventory); }
void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }
+void Inventory_pickupitem(Pickup this, entity player)
+{
+ //LOG_DEBUGF("entity %i picked up %s", player, this.m_name);
+ entity store = IS_PLAYER(player) ? PS(player) : player;
+ ++store.inventory.inv_items[this.m_id];
+ Inventory_update(store);
+}
+
void Inventory_clear(entity store)
{
// NOTE: you will need to perform Inventory_update after this to update the storage entity