1986 {
1988 float split_quantity_new = Math.Floor(quantity * 0.5);
1989
1991 return;
1992
1994
1995 if (new_item)
1996 {
1997 if (new_item.GetQuantityMax() < split_quantity_new)
1998 {
1999 split_quantity_new = new_item.GetQuantityMax();
2000 }
2001
2002 new_item.SetResultOfSplit(true);
2003 MiscGameplayFunctions.TransferItemProperties(this, new_item);
2004
2006 {
2009 }
2010 else
2011 {
2013 new_item.
SetQuantity(split_quantity_new,
false,
true);
2014 }
2015 }
2016 }
eBleedingSourceType GetType()
const int ECE_IN_INVENTORY
InventoryLocationType
types of Inventory Location
override float GetQuantity()
bool AddQuantity(float value, bool destroy_config=true, bool destroy_forced=false)
add item quantity[related to varQuantity... config entry], destroy_config = true > if the quantity re...
bool ShouldSplitQuantity(float quantity)
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)