DayZ 1.27
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityAsAttachmentEx()

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

См. определение в файле Man.c строка 462

463 {
464 if (!ScriptInputUserData.CanStoreInputUserData())
465 {
466 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityAsAttachmentEx input data not sent yet, cannot allow another input action");
467 return false;
468 }
469
470 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
471 return JunctureTakeEntityAsAttachmentEx(item, slot);
472 else
473 return TakeEntityAsAttachmentExImpl(InventoryMode.PREDICTIVE, item, slot);
474 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Определения Inventory.c:22
bool JunctureTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
as att ex juncture
Определения Man.c:457
bool TakeEntityAsAttachmentExImpl(InventoryMode mode, notnull EntityAI item, int slot)
Определения Man.c:486
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения Man.c:155
proto void Print(void var)
Prints content of variable to console/log.

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