2079 {
2080 super.OnRightClick();
2081
2083 {
2085 {
2086 if (ScriptInputUserData.CanStoreInputUserData())
2087 {
2088 vector m4[4];
2090
2091 EntityAI root = GetHierarchyRoot();
2092
2093 InventoryLocation dst = new InventoryLocation;
2095 {
2096 if (root)
2097 {
2098 root.GetTransform(m4);
2100 }
2101 else
2102 GetInventory().GetCurrentInventoryLocation(dst);
2103 }
2104 else
2105 {
2107
2108
2109 if (
GetGame().
GetPlayer().GetInventory().HasInventoryReservation(
this, dst))
2110 {
2111 if (root)
2112 {
2113 root.GetTransform(m4);
2115 }
2116 else
2117 GetInventory().GetCurrentInventoryLocation(dst);
2118 }
2119 else
2120 {
2121 GetGame().
GetPlayer().GetInventory().AddInventoryReservationEx(null, dst, GameInventory.c_InventoryReservationTimeoutShortMS);
2122 }
2123 }
2124
2125 ScriptInputUserData ctx = new ScriptInputUserData;
2133 }
2134 }
2135 else if (!
GetGame().IsMultiplayer())
2136 {
2138 }
2139 }
2140 }
eBleedingSourceType GetType()
FindInventoryLocationType
flags for searching locations in inventory
proto native DayZPlayer GetPlayer()
void SplitItem(PlayerBase player)
override bool CanBeSplit()
proto native EntityAI GetParent()
returns parent of current inventory location
proto native int GetCol()
returns column of cargo if current type is Cargo / ProxyCargo
proto native int GetRow()
returns row of cargo if current type is Cargo / ProxyCargo
proto native void SetGround(EntityAI e, vector mat[4])
sets current inventory location type to Ground with transformation mat
bool WriteToContext(ParamsWriteContext ctx)
proto native int GetIdx()
returns index of cargo if current type is Cargo / ProxyCargo
proto native void SetCargo(notnull EntityAI parent, EntityAI e, int idx, int row, int col, bool flip)
sets current inventory location type to Cargo with coordinates (idx, row, col)
proto native bool GetFlip()
returns flip status of cargo
proto bool Write(void value_out)
proto native CGame GetGame()