246    {
  247        InventoryLocation src = new InventoryLocation();
  248        if (item.GetInventory().GetCurrentInventoryLocation(src))
  249        {
  250            InventoryLocation dst = new InventoryLocation();
  252            {
  254                    return true;
  255 
  256                if (LogManager.IsInventoryHFSMLogEnable()) 
hndDebugPrint(
"[inv] HumanInventory::Take2Inv(" + 
typename.EnumToString(
InventoryMode, mode) + 
") item=" + item);
 
  257                return super.TakeEntityToInventory(mode, flags, item);
  258            }
  259            else
  260                return false; 
  261        }
  262        Error(
"HumanInventory::TakeEntityToInventory: No inventory location");
 
  263        return false;
  264    }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void hndDebugPrint(string s)
proto native bool FindFreeLocationFor(notnull EntityAI item, FindInventoryLocationType flags, out notnull InventoryLocation loc)
FindFreeLocationFor.
bool RedirectToHandEvent(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
void Error(string err)
Messagebox with error message.