Let the client know a failure happened
If singleplayer or the client is executing this
См. определение в файле DayZPlayerInventory.c строка 4435
4436 {
4438 {
4439 EntityAI itemInHands = GetEntityInHands();
4440
4442 il.
SetHands(GetInventoryOwner(), itemInHands);
4443
4445 validation.
m_Mode = mode;
4447 {
4450 {
4451 return true;
4452 }
4453 }
4454
4456
4459 {
4462 }
4463 else
4464 {
4466
4468 serializer.Write(validation.
m_Reason);
4469
4471 }
4472 }
4473
4474 return false;
4475 }
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().