1839 {
1841 float split_quantity_new;
1843 if (destination_entity)
1844 {
1846 if (quantity > stackable)
1847 split_quantity_new = stackable;
1848 else
1849 split_quantity_new = quantity;
1850
1852 {
1853 new_item =
ItemBase.Cast(destination_entity.GetInventory().CreateEntityInCargoEx(
this.GetType(), idx, row, col,
false));
1854 if (new_item)
1855 {
1856 new_item.SetResultOfSplit(true);
1857 MiscGameplayFunctions.TransferItemProperties(this,new_item);
1859 new_item.
SetQuantity(split_quantity_new,
false,
true);
1860 }
1861 }
1862 }
1863 }
override float GetQuantity()
bool ShouldSplitQuantity(float quantity)
override int GetTargetQuantityMax(int attSlotID=-1)
bool AddQuantity(float value, bool destroy_config=true, bool destroy_forced=false)
add item quantity[related to varQuantity... config entry], destroy_config = true > if the quantity re...
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)