2099 {
2100 super.OnRightClick();
2101
2103 {
2105 {
2106 if (ScriptInputUserData.CanStoreInputUserData())
2107 {
2108 EntityAI root = GetHierarchyRoot();
2109 Man playerOwner = GetHierarchyRootPlayer();
2110 InventoryLocation dst = new InventoryLocation;
2111
2112
2113 if (!playerOwner && root && root == this)
2114 {
2116 }
2117 else
2118 {
2119
2120 GetInventory().GetCurrentInventoryLocation(dst);
2122 {
2125 {
2127 }
2128 else
2129 {
2131
2132
2133 if (
GetGame().
GetPlayer().GetInventory().HasInventoryReservation(
this, dst))
2134 {
2136 }
2137 else
2138 {
2139 GetGame().
GetPlayer().GetInventory().AddInventoryReservationEx(null, dst, GameInventory.c_InventoryReservationTimeoutShortMS);
2140 }
2141 }
2142 }
2143 }
2144
2145 ScriptInputUserData ctx = new ScriptInputUserData;
2153 }
2154 }
2155 else if (!
GetGame().IsMultiplayer())
2156 {
2158 }
2159 }
2160 }
FindInventoryLocationType
flags for searching locations in inventory
proto native DayZPlayer GetPlayer()
void SplitItem(PlayerBase player)
override bool CanBeSplit()
void SetInventoryLocationToVicinityOrCurrent(EntityAI root, inout InventoryLocation dst)
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
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()