165 {
167 return false;
168
169 DayZPlayer player = DayZPlayer.Cast(item.GetHierarchyRootPlayer());
171
172 if (player.NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), null))
174
175 InventoryLocation src = new InventoryLocation();
176 if (item)
177 {
178 GameInventory itemInventory = item.GetInventory();
180 {
182 {
184 if (LogManager.IsInventoryHFSMLogEnable())
hndDebugPrint(
"[inv] HumanInventory::ThrowEntity item=" + item);
185 HandEventThrow throwEvent =
new HandEventThrow(
GetManOwner(), src);
186 throwEvent.SetForce(dir * force);
188 return true;
189
190 default:
192 return true;
193 }
194 }
195 }
196 Error(
"No inventory location");
197 return false;
198 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void hndDebugPrint(string s)
InventoryLocationType
types of Inventory Location
proto native bool GetCurrentInventoryLocation(out notnull InventoryLocation loc)
returns information about current item location
bool HandEvent(InventoryMode mode, HandEventBase e)
override bool DropEntity(InventoryMode mode, EntityAI owner, notnull EntityAI item)
proto native int GetType()
returns type of InventoryLocation
void Error(string err)
Messagebox with error message.