1099 {
1100 if (LogManager.IsInventoryMoveLogEnable())
inventoryDebugPrint(
"[inv] I::Take2Cgo(" +
typename.EnumToString(
InventoryMode, mode) +
") item=" + item +
" row=" + row +
" col=" + col);
1101 InventoryLocation src = new InventoryLocation();
1102 GameInventory itemInventory = item.GetInventory();
1104 {
1105 InventoryLocation dst = new InventoryLocation();
1107
1109 }
1110 Error(
"[inv] I::Take2Cgo(" +
typename.EnumToString(
InventoryMode, mode) +
") item=" + item +
" row=" + row +
" col=" + col +
" Error - src has no inventory location");
1111 return false;
1112 }
void inventoryDebugPrint(string s)
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
proto native bool GetFlipCargo()
proto native bool GetCurrentInventoryLocation(out notnull InventoryLocation loc)
returns information about current item location
bool TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
move src to dst
proto native EntityAI GetInventoryOwner()
Engine native functions.
proto native void SetCargo(notnull EntityAI parent, EntityAI e, int idx, int row, int col, bool flip)
sets current inventory location type to Cargo with coordinates (idx, row, col)
void Error(string err)
Messagebox with error message.