- summary: How full your inventory is, and how full it can get. Both numbers, every time.
- area: Game.Inventory
How full your inventory is, and how full it can get. Both numbers, every time.
Kind event · Area Game.Inventory
BOTH NUMBERS, EVERY TIME. The server does not send "you gained 12 weight"; it sends the current weight and the ceiling together, so you can overwrite your state rather than accumulate into it. If you are tracking pods, this message IS your state - do not try to keep a running total from item pickups and drops.
WHEN IT ARRIVES
Whenever what you are carrying changes, and once when the inventory first loads. Treat it as a refresh, not a delta.
READ IT BY ROLE, NOT BY NUMBER. The two members swap field numbers between builds - on some the weight is #1 and the ceiling #2, on others the reverse, and on the current build they are #1 and #3 with a decoy between them. The recovered names are what to key on.
WHAT THE CLIENT DOES WITH IT
It feeds a progress gauge: the current weight becomes the bar's value and the maximum its full extent. That is the whole handling - no thresholds, no warnings in this message. If you want an "overloaded" signal you have to compare the two yourself.
ONE DECLARED MEMBER IS PADDING and no dumped client has ever read it.
When you may send it
- Requires
context_readyobserved
Related messages
- Unsolicited - nothing you send causes this observed — the server sends it whenever what you carry changes; nothing requests it
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | inventory_weight | int32 | How much your inventory currently weighs. | never |
| 2 | weight_max | int32 | The most it can weigh before you are overloaded. | never |