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)