I'm going to assume your inventory is part of a third object, a
CInventoryChest or something, because that's the way your question makes
the most sense. You may be able to follow the code, because files like
dt_send.cpp have a lot of information that could help you. You'll probably
just have to do
AFAIK networked vectors send the entire vector every time any element in
them change.
if nothing in the vector changes, the vector doesn't update.
I may be wrong, but that's the way I've understood it to be.
If you want a really good place to look to understand how the network delta
stuff works
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 done more work since my last post and I have the basics working-- my
custom sendproxy function sends inventory changes to the right client. The
main question I was trying to ask was what happens if I change which client
that data should get sent to.
If the sendtables only send changes that
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
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