См. определение в файле WeaponManager.c строка 995
  996    {
  998            return;
  999        
 1001        {
 1003            {
 1005                {
 1007                }
 1008            }
 1009            else
 1010            {
 1011                InventoryLocation il = new InventoryLocation();
 1013                m_player.GetInventory().ClearInventoryReservationEx(
m_player.GetItemInHands(),il);
 
 1014                        
 1016                {
 1018                }
 1019                        
 1021                {
 1023                }
 1024            }
 1025        }
 1026        
 1033        
 1037        
 1038    }
bool ClearJunctureEx(Man player, notnull EntityAI item)
 
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
 
ActionBase m_ControlAction
 
int m_PendingWeaponActionAcknowledgmentID
 
Magazine m_PendingTargetMagazine
 
ref InventoryLocation m_PendingInventoryLocation
 
ref InventoryLocation m_TargetInventoryLocation
 
int m_PendingWeaponAction
 
proto native CGame GetGame()
 
 
Перекрестные ссылки CGame::ClearJunctureEx(), GetGame(), m_ControlAction, m_InProgress, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, m_player, m_readyToStart, m_TargetInventoryLocation, m_WantContinue и InventoryLocation::SetHands().
Используется в Refresh(), StartPendingAction() и Update().