/// <summary> /// Handle changing of a value in the player inventory /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void PInvValueChanged(object sender, EventArgs e) { if (isLoading) { return; } //Update object at address char[] buffer = PlayerDatUI.GetValuesFromPDatGrid(this); UpdateObjectUIChange(buffer, pdatObjects.objList[CurPDatObject], CmbPdatItem_ID, ChkPdatEnchanted, ChkPdatIsQuant, ChkPdatDoorDir, ChkPdatInvis, NumPInvXpos, NumPInvYPos, NumPInvZpos, NumPInvHeading, NumPdatFlags, NumPdatQuality, NumPdatOwner, NumPdatNext, NumPdatLink); isLoading = true; PlayerDatUI.PopulatePDatValuesToGrid(buffer, this); isLoading = false; }