2343 {
2346
2348 if (deferred_hand_event)
2349 {
2350 #ifdef ENABLE_LOGGING
2352 {
2354 }
2355 #endif
2356
2358 {
2360 }
2361
2362 switch (deferred_hand_event.
m_mode)
2363 {
2365 #ifdef ENABLE_LOGGING
2367 {
2369 }
2370 #endif
2371
2374 {
2376 ProcessHandEvent(deferred_hand_event.
m_event);
2377 }
2378 break;
2379
2381 #ifdef ENABLE_LOGGING
2383 {
2385 }
2386 #endif
2387
2390 {
2393
2394
2399 if (itemSrc)
2401 if (itemDst)
2403 }
2404 break;
2405
2407 #ifdef ENABLE_LOGGING
2409 {
2411 }
2412 #endif
2413
2415 ProcessHandEvent(deferred_hand_event.
m_event);
2416
2417 break;
2418
2420 #ifdef ENABLE_LOGGING
2422 {
2424 }
2425
2427 {
2429 }
2430 #endif
2431
2433 {
2435 {
2437 }
2438 else
2439 {
2441 }
2442 }
2443 else
2444 {
2445 ProcessHandEvent(deferred_hand_event.
m_event);
2446 }
2447 break;
2448
2449 default:
2450 Error(
"HumanInventory::HandEvent - Invalid mode");
2451 }
2452 }
2453 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void EnableMovableOverride(EntityAI item)
DayZPlayer GetDayZPlayerOwner()
static void SendServerHandEventViaJuncture(notnull DayZPlayer player, HandEventBase e)
void hndDebugPrint(string s)
static void InventoryHFSMLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
override bool ReserveInventory(HumanInventory inventory)
ref HandEventBase m_event
override void ClearInventoryReservation(HumanInventory inventory)
override InventoryLocation GetDst()
override bool IsServerSideOnly()
override string DumpToString()
override bool CanPerformEventEx(InventoryValidation validation)
proto native EntityAI GetItem()
returns item of current inventory location
static bool IsInventoryHFSMLogEnable()
void Error(string err)
Messagebox with error message.