81 {
83 return;
84
85 ClearInventoryReservationEx(action_data);
86 AttachActionData action_data_a = AttachActionData.Cast(action_data);
88
89 if ( action_data.m_Target.IsProxy() )
90 {
91 target_EAI =
EntityAI.Cast( action_data_a.m_Target.GetParent() );
92 }
93 else
94 {
95 target_EAI =
EntityAI.Cast( action_data_a.m_Target.GetObject() );
96 }
97
98 if (target_EAI && action_data_a.m_MainItem)
99 {
100 ref InventoryLocation il = new InventoryLocation;
101 il.SetAttachment( target_EAI, action_data.m_MainItem, action_data_a.
m_AttSlot );
102 action_data.m_Player.PredictiveForceSwapEntities( target_EAI, action_data.m_MainItem, il );
103 }
104 }
proto native CGame GetGame()