1846 {
1848 float split_quantity_new;
1850 if (dst.IsValid())
1851 {
1852 int slot_id = dst.GetSlot();
1854
1855 if (quantity > stack_max)
1856 split_quantity_new = stack_max;
1857 else
1858 split_quantity_new = quantity;
1859
1861 {
1863
1864 if (new_item)
1865 {
1866 new_item.SetResultOfSplit(true);
1867 MiscGameplayFunctions.TransferItemProperties(this,new_item);
1869 new_item.
SetQuantity(split_quantity_new,
false,
true);
1870 }
1871
1872 return new_item;
1873 }
1874 }
1875
1876 return null;
1877 }
const int ECE_IN_INVENTORY
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)
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)