1931 {
1933 float split_quantity_new;
1935 if (player)
1936 {
1938 if (quantity > stackable)
1939 split_quantity_new = stackable;
1940 else
1941 split_quantity_new = quantity;
1942
1944 {
1945 EntityAI in_hands = player.GetHumanInventory().CreateInHands(this.
GetType());
1946 new_item =
ItemBase.Cast(in_hands);
1947 if (new_item)
1948 {
1949 new_item.SetResultOfSplit(true);
1950 MiscGameplayFunctions.TransferItemProperties(this,new_item);
1952 new_item.SetQuantity(split_quantity_new, false, true);
1953 }
1954 }
1955 }
1956 }
eBleedingSourceType GetType()
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 int GetTargetQuantityMax(int attSlotID=-1)
bool ShouldSplitQuantity(float quantity)