DayZ 1.29
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityToTargetInventory()

override bool EntityAI::PredictiveTakeEntityToTargetInventory ( notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

См. определение в файле 3_Game/DayZ/Entities/Man.c строка 625

626 {
627 if (!ScriptInputUserData.CanStoreInputUserData())
628 {
629 Print("[inv] " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetInventory input data not sent yet, cannot allow another input action");
630 return false;
631 }
632
633 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
634 return JunctureTakeEntityToTargetInventory(target, flags, item);
635 else
636 return TakeEntityToTargetInventoryImpl(InventoryMode.PREDICTIVE, target, flags, item);
637 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool JunctureTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
to target inv juncture
Определения 3_Game/DayZ/Entities/Man.c:620
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/DayZ/Entities/Man.c:163
bool TakeEntityToTargetInventoryImpl(InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
Определения 3_Game/DayZ/Entities/Man.c:667
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityToTargetInventory(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToTargetInventoryImpl().