2007 {
2009 if (deferred_force_swap_entities)
2010 {
2011 deferred_force_swap_entities.ClearInventoryReservation(this);
2014 deferred_force_swap_entities.m_item1.GetInventory().GetCurrentInventoryLocation(src1);
2015 deferred_force_swap_entities.m_item2.GetInventory().GetCurrentInventoryLocation(src2);
2016
2018
2020 {
2022 }
2023
2024 switch (deferred_force_swap_entities.m_mode)
2025 {
2027 if (CanForceSwapEntitiesEx(deferred_force_swap_entities.m_dst1.GetItem(),deferred_force_swap_entities.m_dst1,deferred_force_swap_entities.m_dst2.GetItem(), deferred_force_swap_entities.m_dst2))
2028 {
2030 LocationSwap(src1, src2, deferred_force_swap_entities.m_dst1, deferred_force_swap_entities.m_dst2);
2031 }
2032 else
2033 {
2034 #ifdef ENABLE_LOGGING
2036 {
2038 }
2039 #endif
2040 }
2041 break;
2042
2044 if (CanForceSwapEntitiesEx(deferred_force_swap_entities.m_dst1.GetItem(), deferred_force_swap_entities.m_dst1, deferred_force_swap_entities.m_dst2.GetItem(), deferred_force_swap_entities.m_dst2))
2045 {
2048
2050 }
2051 else
2052 {
2053 #ifdef ENABLE_LOGGING
2055 {
2057 }
2058 #endif
2059 }
2060 break;
2061
2063 break;
2064
2065 default:
2066 Error(
"ForceSwapEntities - HandEvent - Invalid mode");
2067 }
2068 }
2069 }
void inventoryDebugPrint(string s)
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void DeferredForceSwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)
DayZPlayer GetDayZPlayerOwner()
proto native DayZPlayer GetPlayer()
static void InventoryMoveLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
const int c_InventoryReservationTimeoutShortMS
script counterpart to engine's class Inventory
static string DumpToStringNullSafe(InventoryLocation loc)
static bool IsInventoryMoveLogEnable()
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.