void Inventory_ItemPut(object sender, EntityContainerEventArgs <ContainedSlot> e) { // skip player own messages if (_dontSendInventoryEvents) { return; } // inform client about his inventory change from outside var msg = new ItemTransferMessage { DestinationContainerEntityLink = PlayerCharacter.GetLink(), DestinationContainerSlot = e.Slot.GridPosition, ItemsCount = e.Slot.ItemsCount, ItemEntityId = e.Slot.Item.BluePrintId, SourceEntityId = PlayerCharacter.DynamicId }; Connection.Send(msg); CurrentArea.OnCustomMessage(PlayerCharacter.DynamicId, msg); }