1997 {
1999 if (deferred_force_swap_entities)
2000 {
2001 deferred_force_swap_entities.ClearInventoryReservation(this);
2004 deferred_force_swap_entities.m_item1.GetInventory().GetCurrentInventoryLocation(src1);
2005 deferred_force_swap_entities.m_item2.GetInventory().GetCurrentInventoryLocation(src2);
2006
2008
2010 {
2012 }
2013
2014 switch (deferred_force_swap_entities.m_mode)
2015 {
2017 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))
2018 {
2020 LocationSwap(src1, src2, deferred_force_swap_entities.m_dst1, deferred_force_swap_entities.m_dst2);
2021 }
2022 else
2023 {
2024 #ifdef ENABLE_LOGGING
2026 {
2028 }
2029 #endif
2030 }
2031 break;
2032
2034 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))
2035 {
2038
2040 }
2041 else
2042 {
2043 #ifdef ENABLE_LOGGING
2045 {
2047 }
2048 #endif
2049 }
2050 break;
2051
2053 break;
2054
2055 default:
2056 Error(
"ForceSwapEntities - HandEvent - Invalid mode");
2057 }
2058 }
2059 }
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.