451 {
452 if (!ScriptInputUserData.CanStoreInputUserData())
453 {
454 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveTakeEntityAsAttachment input data not sent yet, cannot allow another input action");
455 return false;
456 }
457
460 else
462 }
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.