1954 {
1956 float split_quantity_new =
Math.
Floor(quantity / 2);
1957
1959 return;
1960
1963
1965 new_item = player.CreateCopyOfItemInInventoryOrGroundEx(this, true);
1966
1967 if (new_item)
1968 {
1969 if (new_item.GetQuantityMax() < split_quantity_new)
1970 {
1971 split_quantity_new = new_item.GetQuantityMax();
1972 }
1974 {
1977 }
1978 else
1979 {
1981 new_item.
SetQuantity(split_quantity_new,
false,
true);
1982 }
1983 }
1984 }
eBleedingSourceType GetType()
FindInventoryLocationType
flags for searching locations in inventory
InventoryLocationType
types of Inventory Location
override float GetQuantity()
bool ShouldSplitQuantity(float quantity)
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...
proto native bool IsValid()
verify current set inventory location
proto native int GetType()
returns type of InventoryLocation
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
static proto float Floor(float f)
Returns floor of value.