using SS14.Shared.GameObjects; using SS14.Shared.Serialization; using System; using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines; namespace Content.Shared.GameObjects { public abstract class SharedInventoryComponent : Component { public sealed override string Name => "Inventory"; public override uint? NetID => ContentNetIDs.STORAGE; [Serializable, NetSerializable] public class ServerInventoryMessage : ComponentMessage { public Slots Inventoryslot; public EntityUid EntityUid; public ServerInventoryUpdate Updatetype; public ServerInventoryMessage() { Directed = true; } public enum ServerInventoryUpdate { Removal = 0, Addition = 1 } } [Serializable, NetSerializable] public class ClientInventoryMessage : ComponentMessage { public Slots Inventoryslot; public ClientInventoryUpdate Updatetype; public ClientInventoryMessage(Slots inventoryslot, ClientInventoryUpdate updatetype) { Directed = true; Inventoryslot = inventoryslot; Updatetype = updatetype; } public enum ClientInventoryUpdate { Equip = 0, Unequip = 1 } } } }