1890 {
1892 float split_quantity_new;
1894 if (player)
1895 {
1897 if (quantity > stackable)
1898 split_quantity_new = stackable;
1899 else
1900 split_quantity_new = quantity;
1901
1903 {
1904 EntityAI in_hands = player.GetHumanInventory().CreateInHands(this.
GetType());
1905 new_item =
ItemBase.Cast(in_hands);
1906 if (new_item)
1907 {
1908 new_item.SetResultOfSplit(true);
1909 MiscGameplayFunctions.TransferItemProperties(this,new_item);
1911 new_item.SetQuantity(split_quantity_new, false, true);
1912 }
1913 }
1914 }
1915 }
eBleedingSourceType GetType()
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...