DayZ 1.29
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/DayZ/Entities/Man.c строка 372

373 {
374 if (!ScriptInputUserData.CanStoreInputUserData())
375 {
376 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToInventory input data not sent yet, cannot allow another input action");
377 return false;
378 }
379
380 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
381 return JunctureTakeEntityToInventory(flags, item);
382 else
383 return TakeEntityToInventoryImpl(InventoryMode.PREDICTIVE, flags, item);
384 }
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/DayZ/Entities/Man.c:367
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/DayZ/Entities/Man.c:163
bool TakeEntityToInventoryImpl(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
Определения 3_Game/DayZ/Entities/Man.c:396
proto void Print(void var)
Prints content of variable to console/log.

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