345 {
347
350 int count = children.Count();
351 for (int i = 0; i < count; ++i)
352 {
354 if (child)
355 {
357 child.GetInventory().GetCurrentInventoryLocation( child_src );
358
360 child_dst.
Copy( child_src );
362
363 bool drop = false;
364
366 {
367
368 targetItem.GetInventory().TakeToDst(
InventoryMode.LOCAL, child_src, child_dst);
369 }
370 else
371 {
372 drop = true;
373 }
374
375 if (drop)
376 {
377 player.LocalDropEntity(child);
380 }
381 }
382 }
383 return result;
384 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
proto native void RemoteObjectTreeCreate(Object obj)
RemoteObjectCreate - postponed registration of network object (and creation of remote object)....
static proto native bool LocationCanAddEntity(notnull InventoryLocation inv_loc)
queries if the entity contained in inv_loc.m_item can be added to ground/attachment/cargo/hands/....
script counterpart to engine's class Inventory
proto native void SetParent(notnull EntityAI parent)
proto native InventoryLocation Copy(notnull InventoryLocation rhs)
copies location data to another location
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
proto native CGame GetGame()