DayZ 1.27
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityAsAttachment()

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

См. определение в файле Man.c строка 423

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
431 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
433 else
434 return TakeEntityAsAttachmentImpl(InventoryMode.PREDICTIVE, item);
435 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Определения Inventory.c:22
bool JunctureTakeEntityAsAttachment(notnull EntityAI item)
as att juncture
Определения Man.c:418
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения Man.c:155
bool TakeEntityAsAttachmentImpl(InventoryMode mode, notnull EntityAI item)
Определения Man.c:447
proto void Print(void var)
Prints content of variable to console/log.

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

Используется в PredictiveTakeOrSwapAttachment().