1958 {
1960 float split_quantity_new;
1962 if (player)
1963 {
1965 if (quantity > stackable)
1966 split_quantity_new = stackable;
1967 else
1968 split_quantity_new = quantity;
1969
1971 {
1972 EntityAI in_hands = player.GetHumanInventory().CreateInHands(this.
GetType());
1973 new_item =
ItemBase.Cast(in_hands);
1974 if (new_item)
1975 {
1976 new_item.SetResultOfSplit(true);
1977 MiscGameplayFunctions.TransferItemProperties(this,new_item);
1979 new_item.SetQuantity(split_quantity_new, false, true);
1980 }
1981 }
1982 }
1983 }
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)