424 {
425 if (!ScriptInputUserData.CanStoreInputUserData())
426 {
427 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveTakeEntityAsAttachment input data not sent yet, cannot allow another input action");
428 return false;
429 }
430
433 else
435 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool JunctureTakeEntityAsAttachment(notnull EntityAI item)
as att juncture
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
bool TakeEntityAsAttachmentImpl(InventoryMode mode, notnull EntityAI item)
proto void Print(void var)
Prints content of variable to console/log.