Let the client know a failure happened
If singleplayer or the client is executing this
См. определение в файле DayZPlayerInventory.c строка 2300
2301 {
2303 {
2304 EntityAI itemInHands = GetEntityInHands();
2305
2307 il.
SetHands(GetInventoryOwner(), itemInHands);
2308
2311 {
2314 {
2315 return true;
2316 }
2317 }
2318
2320
2323 {
2326 }
2327 else
2328 {
2330
2332 serializer.Write(validation.
m_Reason);
2333
2335 }
2336 }
2337
2338 return false;
2339 }
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
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().