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
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committed by
Pieter-Jan Briers
parent
ea05c593aa
commit
c33c227d95
@@ -28,7 +28,7 @@ namespace Content.Server.GameObjects
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{
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base.OnAdd();
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storage = Container.Create("storagebase", Owner);
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storage = ContainerManagerComponent.Create<Container>("storagebase", Owner);
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}
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public override void ExposeData(EntitySerializer serializer)
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@@ -105,7 +105,7 @@ namespace Content.Server.GameObjects
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else
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{
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//Return the object to the hand since its too big or something like that
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hands.PutInHand(attackwith.GetComponent<IItemComponent>());
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hands.PutInHand(attackwith.GetComponent<ItemComponent>());
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}
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}
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return false;
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@@ -167,7 +167,7 @@ namespace Content.Server.GameObjects
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Remove(entity);
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UpdateClientInventory();
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var item = entity.GetComponent<IItemComponent>();
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var item = entity.GetComponent<ItemComponent>();
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if (item != null && playerentity.TryGetComponent(out HandsComponent hands))
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{
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if (hands.PutInHand(item))
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