Fix multiplayer gameplay and UI interaction edge cases

This commit is contained in:
Alexander Sellite 2026-08-10 21:40:55 -04:00
parent e589ca9133
commit d690d74268
7 changed files with 137 additions and 19 deletions

View file

@ -557,6 +557,7 @@ func _initialize_application(dedicated: bool) -> void:
_player_spawn_service,
_fishing_spot,
_player.inventory,
_player.bag,
_player.collection_log,
_player.cooler_capacity,
_player.experience,
@ -1747,13 +1748,17 @@ func _on_active_hotbar_item_changed(
and item.category == ItemDataType.Category.ROD
and _player.bag.owns_item(item_id)
)
var active_is_art_kit: bool = (
item_id == ArtShopStockType.ART_KIT_ITEM_ID
and item != null
and _player.bag.owns_item(item_id)
)
_player.set_active_item_is_rod(active_is_rod, true)
_player.set_active_art_kit(
item.icon if item != null else null,
item_id == ArtShopStockType.ART_KIT_ITEM_ID
and item != null
and _player.bag.owns_item(item_id),
active_is_art_kit,
)
_game_ui.set_surface_drawing_hotbar_selected(active_is_art_kit)
_network_item_use.submit_local_equipped(item_id, active_is_rod or (
item != null and _player.bag.owns_item(item_id)
))