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473 lines
18 KiB
473 lines
18 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Container that allows client & server access to data in player inventories & loadouts
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//
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//=============================================================================
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#ifndef ITEM_INVENTORY_H
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#define ITEM_INVENTORY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igamesystem.h"
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#include "econ_entity.h"
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#include "gamestringpool.h"
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#include "econ_item_view.h"
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#include "UtlSortVector.h"
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#include "econ_gcmessages.h"
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#include "gc_clientsystem.h"
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#if !defined(NO_STEAM)
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#include "steam/steam_api.h"
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#include "gcsdk/gcclientsdk.h"
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#endif // NO_STEAM
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class CPlayerInventory;
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class CEconItem;
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struct baseitemcriteria_t;
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class CEconItemViewHandle;
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#ifdef CLIENT_DLL
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class ITexture;
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#endif
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// Inventory Less function.
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// Used to sort the inventory items into their positions.
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class CInventoryListLess
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{
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public:
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bool Less( const CEconItemView &src1, const CEconItemView &src2, void *pCtx );
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};
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// A class that wants notifications when an inventory is updated
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class IInventoryUpdateListener : public GCSDK::ISharedObjectListener
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{
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public:
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virtual void InventoryUpdated( CPlayerInventory *pInventory ) = 0;
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virtual void SOCreated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { InventoryUpdated( NULL ); }
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virtual void PreSOUpdate( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { /* do nothing */ }
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virtual void SOUpdated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { /* do nothing */ }
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virtual void PostSOUpdate( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { InventoryUpdated( NULL ); }
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virtual void SODestroyed( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { InventoryUpdated( NULL ); }
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virtual void SOCacheSubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { InventoryUpdated( NULL ); }
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virtual void SOCacheUnsubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { InventoryUpdated( NULL ); }
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};
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//-----------------------------------------------------------------------------
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// Purpose: A single player's inventory.
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// On the client, the inventory manager contains an instance of this for the local player.
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// On the server, each player contains an instance of this.
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//-----------------------------------------------------------------------------
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class CPlayerInventory : public GCSDK::ISharedObjectListener
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{
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DECLARE_CLASS_NOBASE( CPlayerInventory );
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public:
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CPlayerInventory();
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virtual ~CPlayerInventory();
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void Clear();
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// Returns true if this inventory has been filled out by Steam.
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bool RetrievedInventoryFromSteam( void ) { return m_bGotItemsFromSteam; }
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bool IsWaitingForSteam( void ) { return (m_iPendingRequests > 0); }
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// Inventory access
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CSteamID &GetOwner( void ) { return m_OwnerID; }
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int GetItemCount( void ) const { return m_aInventoryItems.Count(); }
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virtual bool CanPurchaseItems( int iItemCount ) const { return GetMaxItemCount() - GetItemCount() >= iItemCount; }
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virtual int GetMaxItemCount( void ) const { return DEFAULT_NUM_BACKPACK_SLOTS; }
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CEconItemView *GetItem( int i ) { return &m_aInventoryItems[i]; }
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virtual CEconItemView *GetItemInLoadout( int iClass, int iSlot ) { AssertMsg( 0, "Implement me!" ); return NULL; }
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// Get the item object cache data for the specified item
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CEconItem *GetSOCDataForItem( itemid_t iItemID );
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GCSDK::CGCClientSharedObjectCache *GetSOC( void ) { return m_pSOCache; }
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// tells the GC systems to forget about this listener
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void RemoveListener( GCSDK::ISharedObjectListener *pListener );
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// Finds the item in our inventory that matches the specified global index
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CEconItemView *GetInventoryItemByItemID( itemid_t iIndex, int *pIndex = NULL );
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// Finds the item in our inventory that matches the specified global original id
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CEconItemView *GetInventoryItemByOriginalID( itemid_t iOriginalID, int *pIndex = NULL );
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// Finds the item in our inventory in the specified position
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CEconItemView *GetItemByPosition( int iPosition, int *pIndex = NULL );
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// Finds the first item in our backpack with match itemdef
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CEconItemView *FindFirstItembyItemDef( item_definition_index_t iItemDef );
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// Used to reject items on the backend for inclusion into this inventory.
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// Mostly used for division of bags into different in-game inventories.
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virtual bool ItemShouldBeIncluded( int iItemPosition ) { return true; }
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// Debugging
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virtual void DumpInventoryToConsole( bool bRoot );
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// Extracts the position that should be used to sort items in the inventory from the backend position.
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// Necessary if your inventory packs a bunch of info into the position instead of using it just as a position.
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virtual int ExtractInventorySortPosition( uint32 iBackendPosition ) { return iBackendPosition; }
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// Recipe access
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int GetRecipeCount( void ) const;
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const CEconCraftingRecipeDefinition *GetRecipeDef( int iIndex );
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const CEconCraftingRecipeDefinition *GetRecipeDefByDefIndex( uint16 iDefIndex );
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// Item previews
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virtual int GetPreviewItemDef( void ) const { return 0; };
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// Access helpers
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virtual void SOClear();
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virtual void NotifyHasNewItems() {}
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void AddItemHandle( CEconItemViewHandle* pHandle );
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void RemoveItemHandle( CEconItemViewHandle* pHandle );
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#ifdef CLIENT_DLL
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virtual ITexture *GetWeaponSkinBaseLowRes( itemid_t nItemId, int iTeam ) const { return NULL; }
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#endif
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protected:
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// Inventory updating, called by the Inventory Manager only. If you want an inventory updated,
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// use the SteamRequestX functions in CInventoryManager.
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void RequestInventory( CSteamID pSteamID );
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void AddListener( GCSDK::ISharedObjectListener *pListener );
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virtual bool AddEconItem( CEconItem * pItem, bool bUpdateAckFile, bool bWriteAckFile, bool bCheckForNewItems );
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virtual void RemoveItem( itemid_t iItemID );
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bool FilloutItemFromEconItem( CEconItemView *pScriptItem, CEconItem *pEconItem );
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void SendInventoryUpdateEvent();
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virtual void OnHasNewItems() {}
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virtual void OnItemChangedPosition( CEconItemView *pItem, uint32 iOldPos ) { return; }
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virtual void SOCreated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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virtual void PreSOUpdate( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { /* do nothing */ }
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virtual void SOUpdated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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virtual void PostSOUpdate( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { /* do nothing */ }
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virtual void SODestroyed( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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virtual void SOCacheSubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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virtual void SOCacheUnsubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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void ResortInventory( void ) { m_aInventoryItems.RedoSort( true ); }
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virtual void ValidateInventoryPositions( void );
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// Derived inventory hooks
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virtual void ItemHasBeenUpdated( CEconItemView *pItem, bool bUpdateAckFile, bool bWriteAckFile );
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virtual void ItemIsBeingRemoved( CEconItemView *pItem ) { return; }
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// Get the index for the item in our inventory utlvector
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int GetIndexForItem( CEconItemView *pItem );
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void DirtyItemHandles();
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protected:
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// The Steam Id of the player who owns this inventory
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CSteamID m_OwnerID;
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// The items the player has in his inventory, received from steam.
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CUtlSortVector<CEconItemView,CInventoryListLess> m_aInventoryItems;
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int m_iPendingRequests;
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bool m_bGotItemsFromSteam;
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GCSDK::CGCClientSharedObjectCache *m_pSOCache;
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CUtlVector<GCSDK::ISharedObjectListener *> m_vecListeners;
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CUtlVector< CEconItemViewHandle* > m_vecItemHandles;
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friend class CInventoryManager;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CInventoryManager : public CAutoGameSystemPerFrame
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{
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DECLARE_CLASS_GAMEROOT( CInventoryManager, CAutoGameSystem );
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public:
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CInventoryManager( void );
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// Adds the inventory to the list of inventories that should be maintained.
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// This causes the game to load the items for the SteamID into this inventory.
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// NOTE: This fires off a request to Steam. The data will not be filled out immediately.
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void SteamRequestInventory( CPlayerInventory *pInventory, CSteamID pSteamID, IInventoryUpdateListener *pListener = NULL );
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void PreInitGC();
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void PostInitGC();
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#ifdef CLIENT_DLL
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void DropItem( itemid_t iItemID );
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int DeleteUnknowns( CPlayerInventory *pInventory );
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#endif
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public:
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//-----------------------------------------------------------------------
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// IAutoServerSystem
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//-----------------------------------------------------------------------
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virtual bool Init( void ) OVERRIDE;
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virtual void PostInit( void ) OVERRIDE;
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virtual void Shutdown() OVERRIDE;
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virtual void LevelInitPreEntity( void ) OVERRIDE;
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virtual void LevelShutdownPostEntity( void ) OVERRIDE;
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#ifdef CLIENT_DLL
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// Gets called each frame
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virtual void Update( float frametime ) OVERRIDE;
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#endif
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void GameServerSteamAPIActivated();
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virtual CPlayerInventory *GetInventoryForAccount( uint32 iAccountID );
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// We're generating a base item. We need to add the game-specific keys to the criteria so that it'll find the right base item.
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virtual void AddBaseItemCriteria( baseitemcriteria_t *pCriteria, CItemSelectionCriteria *pSelectionCriteria ) { return; }
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#ifdef CLIENT_DLL
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// Must be implemented by derived class
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virtual bool EquipItemInLoadout( int iClass, int iSlot, itemid_t iItemID ) = 0;
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virtual CPlayerInventory *GeneratePlayerInventoryObject() const { return new CPlayerInventory; }
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//-----------------------------------------------------------------------
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// ITEM PRESETS
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//-----------------------------------------------------------------------
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// Is the given preset index valid?
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bool IsPresetIndexValid( equipped_preset_t unPreset );
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// Equip all items for the given class and preset (all the work is done on the GC -- this just
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// sends the message up)
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bool LoadPreset( equipped_class_t unClass, equipped_preset_t unPreset );
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//-----------------------------------------------------------------------
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// LOCAL INVENTORY
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//
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// On the client, we have a single inventory for the local player. Stored here, instead of in the
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// local player entity, because players need to access it while not being connected to a server.
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// Override GetLocalInventory() in your inventory manager and return your custom local inventory.
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//-----------------------------------------------------------------------
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virtual void UpdateLocalInventory( void );
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virtual CPlayerInventory *GetLocalInventory( void ) { return NULL; }
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// The local inventory is used to track discards & responses to. We need to
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// make a decision about inventory space right after sending a delete request,
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// so we predict the request will work.
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void OnItemDeleted( CPlayerInventory *pInventory ) { if ( pInventory == GetLocalInventory() ) m_iPredictedDiscards--; }
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virtual void PersonaName_Precache( uint32 unAccountID );
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virtual const char *PersonaName_Get( uint32 unAccountID );
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virtual void PersonaName_Store( uint32 unAccountID, const char *pPersonaName );
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static void SendGCConnectedEvent( void );
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// Returns the item at the specified backpack position
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virtual CEconItemView *GetItemByBackpackPosition( int iBackpackPosition );
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// Moves the item to the specified backpack position. If there's another item as that spot, it swaps positions with it.
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virtual void MoveItemToBackpackPosition( CEconItemView *pItem, int iBackpackPosition );
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// Tries to set the item to the specified backpack position. Passing in 0 will find the first empty position.
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// FAILS if the backpack is full, or if that spot isn't clear. Returns false in that case.
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virtual bool SetItemBackpackPosition( CEconItemView *pItem, uint32 iPosition = 0, bool bForceUnequip = false, bool bAllowOverflow = false );
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// Sort the backpack items by the specified type
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virtual void SortBackpackBy( uint32 iSortType );
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void SortBackpackFinished( void );
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bool IsInBackpackSort( void ) { return m_bInBackpackSort; }
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void PredictedBackpackPosFilled( int iBackpackPos ) { m_PredictedFilledSlots.FindAndRemove( iBackpackPos ); }
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// Tell the backend to move an item to a specified backend position
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virtual void UpdateInventoryPosition( CPlayerInventory *pInventory, uint64 ulItemID, uint32 unNewInventoryPos );
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virtual void UpdateInventoryEquippedState( CPlayerInventory *pInventory, uint64 ulItemID, equipped_class_t unClass, equipped_slot_t unSlot );
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//-----------------------------------------------------------------------
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// CLIENT PICKUP UI HANDLING
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//-----------------------------------------------------------------------
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// Get the number of items picked up
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virtual int GetNumItemPickedUpItems( void ) { return 0; }
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// Show the player a pickup screen with any items they've collected recently, if any
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virtual bool ShowItemsPickedUp( bool bForce = false, bool bReturnToGame = true, bool bNoPanel = false );
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// Show the player a pickup screen with the items they've crafted
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virtual void ShowItemsCrafted( CUtlVector<itemid_t> *vecCraftedIndices ) { return; }
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// Force the player to discard an item to make room for a new item, if they have one.
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// Returns true if the discard panel has been brought up, and the player will be forced to discard an item.
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virtual bool CheckForRoomAndForceDiscard( void );
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//-----------------------------------------------------------------------
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// CLIENT ITEM PICKUP ACKNOWLEDGEMENT FILES
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//
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// This system avoids showing multiple pickups for items that we've found, but haven't been
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// able to move out of unack'd position due to the GC being unavailable. We keep a list of
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// items we've ack'd in a client file, and don't re-show pickups for them. When a GC item
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// update tells us the item has moved out of the unack'd position, we remove it from our file.
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//-----------------------------------------------------------------------
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virtual void AcknowledgeItem ( CEconItemView *pItem, bool bMoveToBackpack = true ); // Client Acknowledges an item and moves it in to the backpack
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bool HasBeenAckedByClient( CEconItemView *pItem ); // Returns true if it's in our client file
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void SetAckedByClient( CEconItemView *pItem ); // Adds it to our client file
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void SetAckedByGC( CEconItemView *pItem, bool bSave ); // Removes it from our client file
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KeyValues *GetAckKeyForItem( CEconItemView *pItem );
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void CleanAckFile( void );
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void SaveAckFile( void );
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private:
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void VerifyAckFileLoaded( void );
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KeyValues *m_pkvItemClientAckFile;
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bool m_bClientAckDirty;
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private:
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// As we move items around in batches (on pickups usually) we need to know what slots will be filled
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// by items we've moved, and haven't received a response from Steam.
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CUtlVector<int> m_PredictedFilledSlots;
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#endif
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public:
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virtual int GetBackpackPositionFromBackend( uint32 iBackendPosition ) { return ExtractBackpackPositionFromBackend(iBackendPosition); }
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private:
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//-----------------------------------------------------------------------
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// Pending inventory requests
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struct pendingreq_t
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{
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CPlayerInventory *pInventory;
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CSteamID pID;
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};
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CUtlVector<pendingreq_t> m_hPendingInventoryRequests;
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void RemovePendingRequest( CSteamID *pSteamID );
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protected:
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//-----------------------------------------------------------------------
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// Inventory registry
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void DeregisterInventory( CPlayerInventory *pInventory );
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struct inventories_t
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{
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CPlayerInventory *pInventory;
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IInventoryUpdateListener *pListener;
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};
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CUtlVector<inventories_t> m_pInventories;
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friend class CPlayerInventory;
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inline bool IsValidPlayerClass( equipped_class_t unClass );
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#ifdef CLIENT_DLL
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// Keep track of the number of items we've tried to discard, but haven't recieved responses on
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int m_iPredictedDiscards;
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typedef CUtlMap< uint32, CUtlString, int > tPersonaNamesByAccountID;
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tPersonaNamesByAccountID m_mapPersonaNamesCache;
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bool m_bInBackpackSort;
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float m_flNextLoadPresetChange;
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CMsgSetItemPositions m_msgPendingSetItemPositions;
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CMsgLookupMultipleAccountNames m_msgPendingLookupAccountNames;
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void OnPersonaStateChanged( PersonaStateChange_t *info );
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CCallback< CInventoryManager, PersonaStateChange_t, false > m_sPersonaStateChangedCallback;
|
||
|
CUtlMap< uint64, bool > m_personaNameRequests;
|
||
|
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
//=================================================================================
|
||
|
// Implement these functions in your game code to create custom derived versions
|
||
|
CInventoryManager *InventoryManager( void );
|
||
|
|
||
|
CBasePlayer *GetPlayerBySteamID( const CSteamID &steamID );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Maintains a handle to an CEconItemView within an inventory. When
|
||
|
// the inventory gets updated and shuffles CEconItemViews around, this
|
||
|
// handle automatically updates its pointer to point to the new
|
||
|
// CEconItemView that has the same item_id
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CEconItemViewHandle
|
||
|
{
|
||
|
public:
|
||
|
CEconItemViewHandle()
|
||
|
: m_pItem( NULL )
|
||
|
, m_pInv( NULL )
|
||
|
, m_bPointerDirty( false )
|
||
|
{}
|
||
|
|
||
|
CEconItemViewHandle( CEconItemView* pItem )
|
||
|
: m_pItem( pItem )
|
||
|
, m_pInv( NULL )
|
||
|
, m_bPointerDirty( false )
|
||
|
{
|
||
|
SetItem( pItem );
|
||
|
}
|
||
|
|
||
|
virtual ~CEconItemViewHandle()
|
||
|
{
|
||
|
// Unregister us
|
||
|
if ( m_pInv )
|
||
|
{
|
||
|
m_pInv->RemoveItemHandle( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SetItem( CEconItemView* pItem );
|
||
|
|
||
|
operator CEconItemView *( void ) const
|
||
|
{
|
||
|
return Get();
|
||
|
}
|
||
|
|
||
|
CEconItemView* operator->( void ) const
|
||
|
{
|
||
|
return Get();
|
||
|
}
|
||
|
|
||
|
void ItemIsBeingDeleted( const CEconItemView* pItem )
|
||
|
{
|
||
|
m_bPointerDirty = true;
|
||
|
|
||
|
// Inventory told us the item is going away
|
||
|
if ( m_pItem == pItem )
|
||
|
{
|
||
|
m_pItem = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void InventoryIsBeingDeleted()
|
||
|
{
|
||
|
m_pInv = NULL;
|
||
|
m_pItem = NULL;
|
||
|
m_bPointerDirty = false; // So we dont keep trying to look up the item
|
||
|
}
|
||
|
|
||
|
void MarkDirty()
|
||
|
{
|
||
|
m_bPointerDirty = true;
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
|
||
|
CEconItemView* Get() const;
|
||
|
|
||
|
mutable bool m_bPointerDirty; // Used to mark when m_pItem is no longer valid
|
||
|
CPlayerInventory *m_pInv; // Inventory the item belongs to. Used to look up new CEconItemView
|
||
|
mutable CEconItemView* m_pItem; // The item.
|
||
|
uint64 m_nItemID; // ID of the item
|
||
|
CSteamID m_OwnerSteamID; // Steam ID of the item owner
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // ITEM_INVENTORY_H
|