2333 {
2336
2338 if (deferred_hand_event)
2339 {
2340 #ifdef ENABLE_LOGGING
2342 {
2344 }
2345 #endif
2346
2348 {
2350 }
2351
2352 switch (deferred_hand_event.
m_mode)
2353 {
2355 #ifdef ENABLE_LOGGING
2357 {
2359 }
2360 #endif
2361
2364 {
2366 ProcessHandEvent(deferred_hand_event.
m_event);
2367 }
2368 break;
2369
2371 #ifdef ENABLE_LOGGING
2373 {
2375 }
2376 #endif
2377
2380 {
2383
2384
2389 if (itemSrc)
2391 if (itemDst)
2393 }
2394 break;
2395
2397 #ifdef ENABLE_LOGGING
2399 {
2401 }
2402 #endif
2403
2405 ProcessHandEvent(deferred_hand_event.
m_event);
2406
2407 break;
2408
2410 #ifdef ENABLE_LOGGING
2412 {
2414 }
2415
2417 {
2419 }
2420 #endif
2421
2423 {
2425 {
2427 }
2428 else
2429 {
2431 }
2432 }
2433 else
2434 {
2435 ProcessHandEvent(deferred_hand_event.
m_event);
2436 }
2437 break;
2438
2439 default:
2440 Error(
"HumanInventory::HandEvent - Invalid mode");
2441 }
2442 }
2443 }
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.