16 {
17 super.OnEntry(e);
18
20 {
22 {
23 #ifdef ENABLE_LOGGING
24 if ( LogManager.IsInventoryHFSMLogEnable() )
25 {
26 Debug.InventoryHFSMLog(
"Action - STS = " + e.m_Player.GetSimulationTimeStamp(), e.ToString() ,
"n/a",
"OnEntry", e.m_Player.ToString() );
27 }
28 #endif
29
30 if (
g_Game.IsDedicatedServer())
31 {
32 g_Game.ClearJunctureEx(e.m_Player,
m_Dst.GetItem());
33 }
34 else
35 {
37 }
38
39 #ifdef DIAG_DEVELOPER
40 if (
g_Game.IsMultiplayer() && InventoryDebug.IsHandAckEnable())
41 {
42 if (!
g_Game.IsDedicatedServer())
43 {
45 }
46 }
47 else
48 {
49 #endif
50 if (GameInventory.LocationSyncMoveEntity(
m_Src,
m_Dst))
51 {
53 }
54 #ifdef DIAG_DEVELOPER
55 }
56 #endif
57 }
58 else
59 {
60 Error(
"[hndfsm] " +
Object.GetDebugName(e.m_Player) +
" STS = " + e.m_Player.GetSimulationTimeStamp() +
" HandTakingAnimated_Show m_Src=invalid, item not in bubble?");
61 }
62 }
63 else
64 Error(
"[hndfsm] HandTakingAnimated_Show, error - m_Src not configured");
65 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
ref InventoryLocation m_Src
ref InventoryLocation m_Dst
void Error(string err)
Messagebox with error message.