163 {
164 bool accepted = super.AddActionJuncture(action_data);
165
166 EntityAI targetEntity = action_data.m_MainItem;
167
168 InventoryLocation targetIl = new InventoryLocation();
169 targetEntity.GetInventory().GetCurrentInventoryLocation(targetIl);
170
171
172 if (!
g_Game.AddActionJuncture(action_data.m_Player, targetEntity, 10000, action_data))
173 {
174 accepted = false;
176 }
177 else
178 {
179 action_data.m_ReservedInventoryLocations.Insert(targetIl);
180 }
181
182 return accepted;
183 }
void ClearActionJuncture(ActionData action_data)