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.