2041 {
2042 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2043
2045 {
2046 if (newLevel == GameConstants.STATE_RUINED)
2047 {
2049 EntityAI parent = GetHierarchyParent();
2050 if (parent && parent.IsFireplace())
2051 {
2052 CargoBase cargo = GetInventory().GetCargo();
2053 if (cargo)
2054 {
2056 {
2058 }
2059 }
2060 }
2061 }
2062
2064 {
2065
2067 return;
2068 }
2069
2070 if (
m_Cleanness != 0 && oldLevel < newLevel && newLevel != 0)
2071 {
2073 }
2074 }
2075 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
FindInventoryLocationType
flags for searching locations in inventory
proto native int GetItemCount()
proto native EntityAI GetItem(int index)
override void SetCleanness(int value, bool allow_client=false)
void SetResultOfSplit(bool value)
proto native CGame GetGame()