Let the client know a failure happened
If singleplayer or the client is executing this
См. определение в файле DayZPlayerInventory.c строка 2605
2606 {
2608 {
2609 EntityAI itemInHands = GetEntityInHands();
2610
2612 il.
SetHands(GetInventoryOwner(), itemInHands);
2613
2615 validation.
m_Mode = mode;
2617 {
2620 {
2621 return true;
2622 }
2623 }
2624
2626
2629 {
2632 }
2633 else
2634 {
2636
2638 serializer.Write(validation.
m_Reason);
2639
2641 }
2642 }
2643
2644 return false;
2645 }
override void OnInventoryFailure(InventoryCommandType type, InventoryValidationReason reason, InventoryLocation src, InventoryLocation dst)
DayZPlayer GetDayZPlayerOwner()
void DeferredHandEvent(InventoryMode mode, HandEventBase e)
static const int SJ_INVENTORY_FAILURE
override InventoryLocation GetDst()
override bool CanPerformEventEx(InventoryValidation validation)
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
InventoryValidationReason m_Reason
Перекрестные ссылки HandEventBase::CanPerformEventEx(), DeferredHandEvent(), g_Game, GetDayZPlayerOwner(), HandEventBase::GetDst(), IsProcessing(), m_DeferredEvent, InventoryValidation::m_Mode, InventoryValidation::m_Reason, OnInventoryFailure(), InventoryInputUserData::SerializeHandEvent(), InventoryLocation::SetHands(), DayZPlayerSyncJunctures::SJ_INVENTORY_FAILURE и Serializer::Write().