1308 {
1311
1313 return false;
1315 return false;
1316
1317#ifdef ENABLE_LOGGING
1319 {
1321 }
1322#endif
1323
1326
1328 #ifdef ENABLE_LOGGING
1330 {
1332 }
1333#endif
1334
1335
1336 bool hasJuncture = false;
1337 if (itemSrc != null && itemDst != null)
1338 {
1340 }
1341 else if (itemSrc != null)
1342 {
1344 }
1345 else if (itemDst != null)
1346 {
1348 }
1349
1350 if (!hasJuncture)
1351 {
1352#ifdef ENABLE_LOGGING
1354 {
1356 }
1357#endif
1358 return false;
1359 }
1360
1361
1363
1364
1365
1367 {
1368#ifdef ENABLE_LOGGING
1370 {
1372 }
1373#endif
1374 return false;
1375 }
1376
1378 {
1379#ifdef ENABLE_LOGGING
1381 {
1383 }
1384#endif
1385 return false;
1386 }
1387
1388
1389#ifdef ENABLE_LOGGING
1391 {
1393 }
1394#endif
1395 return LocationSyncMoveEntity(src, dst);
1396 }
void syncDebugPrint(string s)
bool MoveCheckExclusionMaskLocal(notnull InventoryLocation src, notnull InventoryLocation dst)
Local, checks only stuff that is in guaranteed sync.
void CheckForRope(InventoryLocation src, InventoryLocation dst)
void RemoveMovableOverride(EntityAI item)
DayZPlayer GetDayZPlayerOwner()
static void InventoryMoveLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
static proto native bool LocationCanMoveEntity(notnull InventoryLocation src, notnull InventoryLocation dst)
queries if the entity contained in inv_loc.m_item can be moved to another location This is a shorthan...
script counterpart to engine's class Inventory
static string DumpToStringNullSafe(InventoryLocation loc)
bool ReadFromContext(ParamsReadContext ctx)
proto native EntityAI GetItem()
returns item of current inventory location
static bool IsSyncLogEnable()
static bool IsInventoryMoveLogEnable()