DayZ 1.29
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityAsAttachmentEx()

override bool EntityAI::PredictiveTakeEntityAsAttachmentEx ( notnull EntityAI item,
int slot )
inlineprotected

См. определение в файле 3_Game/DayZ/Entities/Man.c строка 489

490 {
491 if (!ScriptInputUserData.CanStoreInputUserData())
492 {
493 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityAsAttachmentEx input data not sent yet, cannot allow another input action");
494 return false;
495 }
496
497 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
498 return JunctureTakeEntityAsAttachmentEx(item, slot);
499 else
500 return TakeEntityAsAttachmentExImpl(InventoryMode.PREDICTIVE, item, slot);
501 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool JunctureTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
as att ex juncture
Определения 3_Game/DayZ/Entities/Man.c:484
bool TakeEntityAsAttachmentExImpl(InventoryMode mode, notnull EntityAI item, int slot)
Определения 3_Game/DayZ/Entities/Man.c:513
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/DayZ/Entities/Man.c:163
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityAsAttachmentEx(), NeedInventoryJunctureFromServer(), Print() и TakeEntityAsAttachmentExImpl().