1823 {
1825 return this;
1826
1828 float split_quantity_new;
1830 if (dst.IsValid())
1831 {
1832 int slot_id = dst.GetSlot();
1834
1835 if (quantity > stack_max)
1836 split_quantity_new = stack_max;
1837 else
1838 split_quantity_new = quantity;
1839
1841
1842 if (new_item)
1843 {
1844 new_item.SetResultOfSplit(true);
1845 MiscGameplayFunctions.TransferItemProperties(this,new_item);
1848 }
1849
1850 return new_item;
1851 }
1852
1853 return null;
1854 }
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)
override bool CanBeSplit()
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)