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path: root/gamemode/client/cl_inventory.lua
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Diffstat (limited to 'gamemode/client/cl_inventory.lua')
-rw-r--r--gamemode/client/cl_inventory.lua18
1 files changed, 7 insertions, 11 deletions
diff --git a/gamemode/client/cl_inventory.lua b/gamemode/client/cl_inventory.lua
index 1fe53b0..002ea73 100644
--- a/gamemode/client/cl_inventory.lua
+++ b/gamemode/client/cl_inventory.lua
@@ -38,13 +38,6 @@ inv.tabsheet = nil
local clt = nrequire("cl_invtracker.lua")
-local player_data --The data the player needs to show the q panel
-net.Receive("art_load_player_data",function()
- player_data = net.ReadTable()
- credits = player_data.credits
- if creditslabel then creditslabel:SetText(credits or 0) end
-end)
-
local function CreateSheetTree(tabs,dpropertysheet)
for k,v in pairs(tabs) do
if type(k) == "string" then
@@ -64,8 +57,6 @@ end
local function BuildInventory()
if qframe and IsValid(qframe) then return end
- --if not player_data then error("no player data!") player_data = {credits = 0} end
- if not player_data then return end --We havn't loaded in yet...
qframe = vgui.Create("DFrame")
qframe:SetPos(0,0)
qframe:SetSize(width / 4, height)
@@ -102,8 +93,13 @@ end
---Shows the player's inventory.
-- If the player's inventory hasn't been built yet, builds the inventory, then displays it.
function inv.ShowInventory()
- if not qframe then BuildInventory()
- else qframe:Show() end
+ print('Showing inventory')
+ if not qframe then
+ BuildInventory()
+ assert(qframe ~= nil, "qframe was still nil after building inventory")
+ else
+ qframe:Show()
+ end
state.invopen = true
droppanel = vgui.Create("DPanel")
droppanel:SetSize(ScrW(),ScrH())