DayZ 1.28
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◆ PredictiveTakeEntityAsAttachment()

override bool EntityAI::PredictiveTakeEntityAsAttachment ( notnull EntityAI item)
inlineprotected

См. определение в файле 3_Game/Entities/Man.c строка 440

441 {
442 if (!ScriptInputUserData.CanStoreInputUserData())
443 {
444 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityAsAttachment input data not sent yet, cannot allow another input action");
445 return false;
446 }
447
448 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
450 else
451 return TakeEntityAsAttachmentImpl(InventoryMode.PREDICTIVE, item);
452 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool JunctureTakeEntityAsAttachment(notnull EntityAI item)
as att juncture
Определения 3_Game/Entities/Man.c:435
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/Entities/Man.c:155
bool TakeEntityAsAttachmentImpl(InventoryMode mode, notnull EntityAI item)
Определения 3_Game/Entities/Man.c:464
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityAsAttachment(), NeedInventoryJunctureFromServer(), Print() и TakeEntityAsAttachmentImpl().

Используется в PredictiveTakeOrSwapAttachment().