1911 {
1913 return;
1914
1916 float split_quantity_new;
1918 if (player)
1919 {
1921 if (quantity > stackable)
1922 split_quantity_new = stackable;
1923 else
1924 split_quantity_new = quantity;
1925
1926 EntityAI in_hands = player.GetHumanInventory().CreateInHands(this.
GetType());
1927 new_item =
ItemBase.Cast(in_hands);
1928 if (new_item)
1929 {
1930 new_item.SetResultOfSplit(true);
1931 MiscGameplayFunctions.TransferItemProperties(this,new_item);
1933 new_item.SetQuantity(split_quantity_new);
1934 }
1935 }
1936 }
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)
override bool CanBeSplit()