4953{
4955 if (entity)
4956 {
4957 bool is_item = entity.IsInherited(
ItemBase);
4958 if (is_item && full_quantity)
4959 {
4962 }
4963 }
4964 else
4965 {
4967 return NULL;
4968 }
4969 return entity;
4970}
proto native void SpawnEntity(string sClassName, vector vPos, float fRange, int iCount)
Spawn an entity through CE.
const int ECE_IN_INVENTORY
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)