161 {
163 return false;
164
165 DayZPlayer player = DayZPlayer.Cast(item.GetHierarchyRootPlayer());
167
168 if (player.NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), null))
170
171 InventoryLocation src = new InventoryLocation();
172 if (item && item.GetInventory() && item.GetInventory().GetCurrentInventoryLocation(src))
173 {
175 {
177 if (LogManager.IsInventoryHFSMLogEnable())
hndDebugPrint(
"[inv] HumanInventory::ThrowEntity item=" + item);
178 HandEventThrow throwEvent =
new HandEventThrow(
GetManOwner(), src);
179 throwEvent.SetForce(dir * force);
181 return true;
182
183 default:
185 return true;
186 }
187 }
188 Error(
"No inventory location");
189 return false;
190 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void hndDebugPrint(string s)
InventoryLocationType
types of Inventory 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
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.