DayZ 1.28
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ PredictiveTakeEntityAsAttachmentEx()

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

См. определение в файле 3_Game/Entities/Man.c строка 479

480 {
481 if (!ScriptInputUserData.CanStoreInputUserData())
482 {
483 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityAsAttachmentEx input data not sent yet, cannot allow another input action");
484 return false;
485 }
486
487 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
488 return JunctureTakeEntityAsAttachmentEx(item, slot);
489 else
490 return TakeEntityAsAttachmentExImpl(InventoryMode.PREDICTIVE, item, slot);
491 }
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/Entities/Man.c:474
bool TakeEntityAsAttachmentExImpl(InventoryMode mode, notnull EntityAI item, int slot)
Определения 3_Game/Entities/Man.c:503
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/Entities/Man.c:155
proto void Print(void var)
Prints content of variable to console/log.

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