2061 {
2062 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2063
2065 {
2066 if (newLevel == GameConstants.STATE_RUINED)
2067 {
2069 EntityAI parent = GetHierarchyParent();
2070 if (parent && parent.IsFireplace())
2071 {
2072 CargoBase cargo = GetInventory().GetCargo();
2073 if (cargo)
2074 {
2076 {
2078 }
2079 }
2080 }
2081 }
2082
2084 {
2085
2087 return;
2088 }
2089
2090 if (
m_Cleanness != 0 && oldLevel < newLevel && newLevel != 0)
2091 {
2093 }
2094 }
2095 }
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()