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 }
proto native bool ClearJuncture(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::ClearJuncture(), 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().