return;
}
+ /*
+ Note: Always set inventory not sent, to repair cases
+ where the client made a bad prediction.
+ */
+
/*
Handle restrictions and special cases of the move action
*/
ma->from_inv.applyCurrentPlayer(player->getName());
ma->to_inv.applyCurrentPlayer(player->getName());
+ setInventoryModified(ma->from_inv);
+ setInventoryModified(ma->to_inv);
+
bool from_inv_is_current_player =
(ma->from_inv.type == InventoryLocation::PLAYER) &&
(ma->from_inv.name == player->getName());
da->from_inv.applyCurrentPlayer(player->getName());
+ setInventoryModified(da->from_inv);
+
// Disallow dropping items if not allowed to interact
if((getPlayerPrivs(player) & PRIV_INTERACT) == 0)
{
ca->craft_inv.applyCurrentPlayer(player->getName());
+ setInventoryModified(ca->craft_inv);
+
//bool craft_inv_is_current_player =
// (ca->craft_inv.type == InventoryLocation::PLAYER) &&
// (ca->craft_inv.name == player->getName());