3{
4 #ifdef ENABLE_LOGGING
6 {
7 Debug.
InventoryReservationLog(
"STS = " + player.GetSimulationTimeStamp() +
" src:" + src.DumpToString() +
" dst: " + dst.DumpToString(),
"InventoryJuncture" ,
"n/a",
"TryAcquireInventoryJunctureFromServer",player.ToString() );
8 }
9 #endif
10
11 if (!src.GetItem())
12 {
15 }
16
17 if (player.NeedInventoryJunctureFromServer(src.GetItem(), src.GetParent(), dst.GetParent()))
18 {
19 if ( ( src.GetItem() && src.GetItem().IsSetForDeletion() ) || ( src.GetParent() && src.GetParent().IsSetForDeletion() ) || ( dst.GetParent() && dst.GetParent().IsSetForDeletion() ) )
20 {
22 }
23
24 if (src.GetItem() && !src.GetItem().CanPutIntoHands(player))
25 {
27 }
28
29 bool test_dst_occupancy = true;
31 {
34 }
35 else
36 {
39 }
40 }
41 else
42 {
45 }
46}
void syncDebugPrint(string s)
static void InventoryReservationLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
const int c_InventoryReservationTimeoutMS
reservations
script counterpart to engine's class Inventory
static string DumpToStringNullSafe(InventoryLocation loc)
static bool IsInventoryReservationLogEnable()
static bool IsSyncLogEnable()