DayZ 1.28
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/Entities/Man.c строка 611

612 {
613 if (!ScriptInputUserData.CanStoreInputUserData())
614 {
615 Print("[inv] " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetInventory input data not sent yet, cannot allow another input action");
616 return false;
617 }
618
619 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
620 return JunctureTakeEntityToTargetInventory(target, flags, item);
621 else
622 return TakeEntityToTargetInventoryImpl(InventoryMode.PREDICTIVE, target, flags, item);
623 }
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/Entities/Man.c:606
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/Entities/Man.c:155
bool TakeEntityToTargetInventoryImpl(InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
Определения 3_Game/Entities/Man.c:651
proto void Print(void var)
Prints content of variable to console/log.

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