SpawnEntityInInventory queries future parent about free inventory location of the future item
  503    {
  504        if (target.IsPlayer())
  505        {
  507        }
  509        {
  510            InventoryLocation il = new InventoryLocation;
  511            if (target.GetInventory() && target.GetInventory().FindFirstFreeLocationForNewEntity(className, 
FindInventoryLocationType.ANY, il))
 
  512            {
  514                if ( eai && eai.IsInherited(
ItemBase) )
 
  515                {
  516                    if ( health < 0 )
  517                    {
  518                        health = eai.GetMaxHealth();
  519                    }
  522                    if ( special )
  523                    {
  524                        auto debugParams = DebugSpawnParams.WithPlayer(null);
  525                        eai.OnDebugSpawnEx(debugParams);
  526                    }
  527                }
  528                return eai;
  529            }
  530        }
  531        else
  532        {
  535        }
  536        return null;
  537    }
proto native void SpawnEntity(string sClassName, vector vPos, float fRange, int iCount)
Spawn an entity through CE.
 
const int ECE_IN_INVENTORY
 
class GP5GasMask extends MaskBase ItemBase
 
FindInventoryLocationType
flags for searching locations in inventory
 
void SetupSpawnedItem(ItemBase item, float health, float quantity)
 
Param7< EntityAI, string, float, float, bool, string, FindInventoryLocationType > DevSpawnItemParams
 
proto native DayZPlayer GetPlayer()
 
EntityAI SpawnEntityInPlayerInventory(PlayerBase player, string item_name, float health, float quantity, bool special=false, string presetName="", FindInventoryLocationType locationType=FindInventoryLocationType.ANY)
 
proto native CGame GetGame()