Inventories (#61)

* Bully the fuck out of inventory shit
Inventory Stuff
Inventories technically work
It works technicaly speaking
Yeah this part too
Lets do it!
Inventories completed
Motherfucker

* Remove unnecessary usings and fix one thing

* Submodule update

* Adds a bunch of various clothing prototypes for each current inventory slot
This commit is contained in:
clusterfack
2018-04-25 06:42:35 -05:00
committed by Pieter-Jan Briers
parent ea05c593aa
commit c33c227d95
37 changed files with 1205 additions and 395 deletions

View File

@@ -28,7 +28,7 @@ namespace Content.Server.GameObjects
{
base.OnAdd();
storage = Container.Create("storagebase", Owner);
storage = ContainerManagerComponent.Create<Container>("storagebase", Owner);
}
public override void ExposeData(EntitySerializer serializer)
@@ -105,7 +105,7 @@ namespace Content.Server.GameObjects
else
{
//Return the object to the hand since its too big or something like that
hands.PutInHand(attackwith.GetComponent<IItemComponent>());
hands.PutInHand(attackwith.GetComponent<ItemComponent>());
}
}
return false;
@@ -167,7 +167,7 @@ namespace Content.Server.GameObjects
Remove(entity);
UpdateClientInventory();
var item = entity.GetComponent<IItemComponent>();
var item = entity.GetComponent<ItemComponent>();
if (item != null && playerentity.TryGetComponent(out HandsComponent hands))
{
if (hands.PutInHand(item))