1168 {
1169 bool accepted = true;
1171 {
1172#ifdef ENABLE_LOGGING
1174 {
1175 Debug.
ActionLog(
"STS = " + action_data.
m_Player.GetSimulationTimeStamp(),
this.ToString() ,
"n/a",
"AddActionJuncture", action_data.
m_Player.ToString() );
1176 }
1177#endif
1179 {
1181 if (targetEntity && !targetEntity.IsSetForDeletion())
1182 {
1183 if(!targetEntity.GetInventory())
1184 {
1185 ErrorEx(
"Error: Target does not have inventory");
1186 return accepted;
1187 }
1189 targetEntity.GetInventory().GetCurrentInventoryLocation(targetIl);
1190
1191
1192 if (!
g_Game.AddInventoryJunctureEx(action_data.
m_Player, targetEntity, targetIl,
true, 10000, action_data))
1193 {
1194 accepted = false;
1195 }
1196 else
1197 {
1199 }
1200 }
1201 }
1202 }
1203
1204 return accepted;
1205 }
ref ActionTarget m_Target
ref array< ref InventoryLocation > m_ReservedInventoryLocations
static void ActionLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
static bool IsActionLogEnable()
DayZPlayerInstanceType
defined in C++