1939 {
1941 return;
1942
1944 float split_quantity_new = Math.Floor(quantity * 0.5);
1945
1947
1948 if (new_item)
1949 {
1950 if (new_item.GetQuantityMax() < split_quantity_new)
1951 {
1952 split_quantity_new = new_item.GetQuantityMax();
1953 }
1954
1955 new_item.SetResultOfSplit(true);
1956 MiscGameplayFunctions.TransferItemProperties(this, new_item);
1957
1959 {
1962 }
1963 else
1964 {
1967 }
1968 }
1969 }
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...
override bool CanBeSplit()
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)