CLASS(Inventory, Object)
/** Stores counts of items, the id being the index */
ATTRIBARRAY(Inventory, inv_items, int, REGISTRY_MAX(Items));
- /** Previous state */
- ATTRIB(Inventory, inventory, Inventory);
ENDCLASS(Inventory)
/** Player inventory */
.Inventory inventory;
+/** Player inventory storage (holds previous state) */
+.Inventory inventory_store;
REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
#endif
#ifdef CSQC
+#include <client/hud/panel/pickup.qh>
+
Inventory g_inventory;
+
+void Inventory_remove(entity this)
+{
+ if(g_inventory == this)
+ g_inventory = NULL;
+}
+
NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
{
make_pure(this);
g_inventory = this;
+ this.entremove = Inventory_remove;
const int majorBits = Readbits(Inventory_groups_major);
for (int i = 0; i < Inventory_groups_major; ++i) {
if (!(majorBits & BIT(i))) {
.int fld = inv_items[it.m_id];
int prev = this.(fld);
int next = this.(fld) = ReadByte();
+
+ Pickup_Update(it, next - prev);
LOG_DEBUGF("%s: %.0f -> %.0f", it.m_name, prev, next);
}
}
return true;
}
+
+NET_HANDLE(TE_CSQC_WEAPONPICKUP, bool isnew)
+{
+ const Weapon it = REGISTRY_GET(Weapons, ReadByte());
+ Pickup_Update(it, 1);
+ return true;
+}
#endif
#ifdef SVQC
int minorBitsArr[Inventory_groups_major];
-void Inventory_Write(Inventory data)
+void Inventory_Write(Inventory data, Inventory store)
{
if (!data) {
WriteShort(MSG_ENTITY, 0);
int majorBits = 0;
FOREACH(Items, true, {
.int fld = inv_items[it.m_id];
- const bool changed = data.inventory.(fld) != data.(fld);
+ const bool changed = store.(fld) != data.(fld);
+ store.(fld) = data.(fld);
if (changed) {
int maj = G_MAJOR(it.m_id);
majorBits = BITSET(majorBits, BIT(maj), true);
TC(Inventory, this);
WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
TC(PlayerState, this.owner);
- Inventory_Write(this);
+ Inventory_Write(this, to.inventory_store);
return true;
}
void Inventory_new(PlayerState this)
{
- Inventory inv = NEW(Inventory), bak = NEW(Inventory);
- inv.inventory = bak;
+ Inventory inv = NEW(Inventory);
setcefc(inv, Inventory_customize);
- Net_LinkEntity((inv.owner = this).inventory = inv, false, 0, Inventory_Send);
+ this.inventory = inv;
+ inv.owner = this;
+ Net_LinkEntity(inv, false, 0, Inventory_Send);
}
-void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
+
+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
+ // (unless store is the storage entity)
+ FOREACH(Items, true, {
+ .int fld = inv_items[it.m_id];
+ store.(fld) = 0;
+ });
+}
+
+void InventoryStorage_attach(entity e) { e.inventory_store = NEW(Inventory); e.inventory_store.drawonlytoclient = e; }
+void InventoryStorage_delete(entity e) { delete(e.inventory_store); }
#endif