1959 {
1961 float split_quantity_new = Math.Floor(quantity * 0.5);
1962
1964 return;
1965
1967
1968 if (new_item)
1969 {
1970 if (new_item.GetQuantityMax() < split_quantity_new)
1971 {
1972 split_quantity_new = new_item.GetQuantityMax();
1973 }
1974
1975 new_item.SetResultOfSplit(true);
1976 MiscGameplayFunctions.TransferItemProperties(this, new_item);
1977
1979 {
1982 }
1983 else
1984 {
1986 new_item.
SetQuantity(split_quantity_new,
false,
true);
1987 }
1988 }
1989 }
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)