If I'm understanding you correctly, you have a chest of many items that has
a single owner.

There should be no problem with the chest changing ownership during its
lifetime. I'm not sure why it's not working for you, perhaps you can post
your data structures and supporting code in a pastebin?

I've implemented not an inventory system but a loadout system, this was my
data structure:

https://github.com/BSVino/DoubleAction/blob/master/mp/src/game/server/sdk/sdk_player.h#L468

Maybe you can use that code as a starting point.


2014-02-14 1:18 GMT-05:00 Victor V <vicp...@gmail.com>:

> Hi all,
>
> I'm trying to put together an inventory system and need some help
> clarifying how datatables work.
>
> Each inventory is an entity that keeps EHANDLEs to the entity that it
> "belongs to" and to the player that is accessing it. In this case, I would
> only want the inventory data to be sent to the player actively using the
> chest, so the player handle would change from null, to one player, back to
> null, and to the next player, etc.
>
> It doesn't seem like sendtables are designed to support changing
> recipients during the entity's life. When do updates get sent? Is there a
> way I can force send an update at any time? I'm sending an array of
> integers. Does SendPropArray3 only send the members that have changed (will
> different players get incomplete updates)? Is there a more obvious solution
> to what I'm trying to achieve?
>
> Thanks
> Victor
>
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