DayZ 1.27
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityToInventory()

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

См. определение в файле Man.c строка 345

346 {
347 if (!ScriptInputUserData.CanStoreInputUserData())
348 {
349 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToInventory input data not sent yet, cannot allow another input action");
350 return false;
351 }
352
353 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
354 return JunctureTakeEntityToInventory(flags, item);
355 else
356 return TakeEntityToInventoryImpl(InventoryMode.PREDICTIVE, flags, item);
357 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Определения Inventory.c:22
bool JunctureTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
to inv juncture
Определения Man.c:340
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения Man.c:155
bool TakeEntityToInventoryImpl(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
Определения Man.c:369
proto void Print(void var)
Prints content of variable to console/log.

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