512 {
514 InventoryLocation src = new InventoryLocation();
515 if (itemInHands && itemInHands.GetInventory().GetCurrentInventoryLocation(src))
516 {
518 {
521 {
522 if (LogManager.IsInventoryHFSMLogEnable())
hndDebugPrint(
"[inv] HumanInventory::ReplaceItemInHandsWithNewImpl event=" + e);
524 return true;
525 }
526
529 return true;
530
531 default:
532 Error(
"[inv] HumanInventory::ReplaceItemInHandsWithNewImpl src has to be hands");
533 return false;
534 }
535 }
536
537 Error(
"[inv] HumanInventory::ReplaceItemInHandsWithNewImpl No item in hands, event=" + e.
DumpToString());
538 return false;
539 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void hndDebugPrint(string s)
InventoryLocationType
types of Inventory Location
proto native EntityAI GetInventoryOwner()
Engine native functions.
override string DumpToString()
bool HandEvent(InventoryMode mode, HandEventBase e)
proto native EntityAI GetEntityInHands()
proto native int GetType()
returns type of InventoryLocation
void Error(string err)
Messagebox with error message.