1873 {
1875 float split_quantity_new;
1877 if (dst.IsValid())
1878 {
1879 int slot_id = dst.GetSlot();
1881
1882 if (quantity > stack_max)
1883 split_quantity_new = stack_max;
1884 else
1885 split_quantity_new = quantity;
1886
1888 {
1890
1891 if (new_item)
1892 {
1893 new_item.SetResultOfSplit(true);
1894 MiscGameplayFunctions.TransferItemProperties(this,new_item);
1896 new_item.
SetQuantity(split_quantity_new,
false,
true);
1897 }
1898
1899 return new_item;
1900 }
1901 }
1902
1903 return null;
1904 }
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)