1055 {
1056 bool accepted = true;
1058 {
1060 if (
EntityAI.CastTo(targetEntity,action_data.m_Target.GetObject()))
1061 {
1063 {
1064 InventoryLocation targetIl = new InventoryLocation();
1065 targetEntity.GetInventory().GetCurrentInventoryLocation(targetIl);
1066
1067
1068 if (!
GetGame().AddInventoryJunctureEx(action_data.m_Player, targetEntity, targetIl,
true, 10000))
1069 {
1070 accepted = false;
1071 }
1072 else
1073 {
1074 action_data.m_ReservedInventoryLocations.Insert(targetIl);
1075 }
1076 }
1077 }
1078 }
1079
1080 return accepted;
1081 }
proto native CGame GetGame()