We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the old item
125 {
126 super.CopyOldPropertiesToNew(old_item, new_item);
127
129
130 array<EntityAI> children = new array<EntityAI>;
132 int count = children.Count();
133 for (int i = 0; i < count; ++i)
134 {
136 if (child)
137 {
138 InventoryLocation child_src = new InventoryLocation;
139 child.GetInventory().GetCurrentInventoryLocation(child_src);
140
141 InventoryLocation child_dst = new InventoryLocation;
142
143
144 vector m4[4];
145 Math3D.MatrixIdentity4(m4);
146
148 GameInventory.PrepareDropEntityPos(old_item, child, m4, false, -1);
149
151
152 m_Player.LocalTakeToDst(child_src, child_dst);
153
155 }
156 }
157 }
proto native void RemoteObjectTreeCreate(Object obj)
RemoteObjectCreate - postponed registration of network object (and creation of remote object)....
proto native void SetGround(EntityAI e, vector mat[4])
sets current inventory location type to Ground with transformation mat
ref InventoryLocation m_NewLocation
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
proto native CGame GetGame()