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
31 {
32 GameInventory.LocationSyncMoveEntity(
m_Src,
m_Dst);
34 }
35 else
36 {
37 if (!
GetGame().IsDedicatedServer())
38 {
41 }
42 else
43 {
45 }
46 }
47 }
48 else
49 {
50 Error(
"[hndfsm] " +
Object.GetDebugName(e.m_Player) +
" STS = " + e.m_Player.GetSimulationTimeStamp() +
" HandTakingAnimated_Show m_Src=invalid, item not in bubble?");
51 }
52 }
53 else
54 Error(
"[hndfsm] HandTakingAnimated_Show, error - m_Src not configured");
55 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool ClearJunctureEx(Man player, notnull EntityAI item)
override void OnItemInHandsChanged()
ref InventoryLocation m_Src
ref InventoryLocation m_Dst
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.