// Get an inventory (server and client)
virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
// Set modified (will be saved and sent over network; only on server)
- virtual void setInventoryModified(const InventoryLocation &loc, bool playerSend = true){}
+ virtual void setInventoryModified(const InventoryLocation &loc) {}
// Send inventory action to server (only on client)
virtual void inventoryAction(InventoryAction *a){}
};