Let the client know a failure happened
If singleplayer or the client is executing this
См. определение в файле DayZPlayerInventory.c строка 2290
2291 {
2293 {
2294 EntityAI itemInHands = GetEntityInHands();
2295
2297 handInventoryLocation.SetHands(GetInventoryOwner(), itemInHands);
2298
2301 {
2304 {
2305 return true;
2306 }
2307 }
2308
2310
2313 {
2316 }
2317 else
2318 {
2320
2322 serializer.Write(validation.m_Reason);
2323
2325 }
2326 }
2327
2328 return false;
2329 }
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 CGame GetGame()
Перекрестные ссылки HandEventBase::CanPerformEventEx(), DeferredHandEvent(), GetDayZPlayerOwner(), HandEventBase::GetDst(), GetGame(), IsProcessing(), m_DeferredEvent, InventoryValidation::m_Reason, OnInventoryFailure(), InventoryInputUserData::SerializeHandEvent(), InventoryLocation::SetHands(), DayZPlayerSyncJunctures::SJ_INVENTORY_FAILURE и Serializer::Write().