DayZ 1.28
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityToInventory()

override bool EntityAI::PredictiveTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

См. определение в файле 3_Game/Entities/Man.c строка 362

363 {
364 if (!ScriptInputUserData.CanStoreInputUserData())
365 {
366 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToInventory input data not sent yet, cannot allow another input action");
367 return false;
368 }
369
370 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
371 return JunctureTakeEntityToInventory(flags, item);
372 else
373 return TakeEntityToInventoryImpl(InventoryMode.PREDICTIVE, flags, item);
374 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool JunctureTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
to inv juncture
Определения 3_Game/Entities/Man.c:357
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/Entities/Man.c:155
bool TakeEntityToInventoryImpl(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
Определения 3_Game/Entities/Man.c:386
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityToInventory(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToInventoryImpl().