2019 {
2021 float split_quantity_new = Math.Floor(quantity / 2);
2022
2024 return;
2025
2026 InventoryLocation invloc = new InventoryLocation;
2028
2030 new_item = player.CreateCopyOfItemInInventoryOrGroundEx(this, true);
2031
2032 if (new_item)
2033 {
2034 if (new_item.GetQuantityMax() < split_quantity_new)
2035 {
2036 split_quantity_new = new_item.GetQuantityMax();
2037 }
2039 {
2042 }
2043 else if (split_quantity_new > 1)
2044 {
2046 new_item.
SetQuantity(split_quantity_new,
false,
true);
2047 }
2048 }
2049 }
eBleedingSourceType GetType()
FindInventoryLocationType
flags for searching locations in inventory
InventoryLocationType
types of Inventory Location
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...
bool ShouldSplitQuantity(float quantity)
proto native bool IsValid()
verify current set inventory location
proto native int GetType()
returns type of InventoryLocation
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)