DayZ 1.30
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityToTargetAttachmentEx()

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

См. определение в файле 3_Game/DayZ/Entities/Man.c строка 658

659 {
660 if (!ScriptInputUserData.CanStoreInputUserData())
661 {
662 Print("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetAttachmentEx input data not sent yet, cannot allow another input action");
663 return false;
664 }
665
666 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
667 return JunctureTakeEntityToTargetAttachmentEx(target, item, slot);
668 else
669 return TakeEntityToTargetAttachmentExImpl(InventoryMode.PREDICTIVE, target, item, slot);
670 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool TakeEntityToTargetAttachmentExImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)
Определения 3_Game/DayZ/Entities/Man.c:682
bool JunctureTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)
to target att ex juncture
Определения 3_Game/DayZ/Entities/Man.c:653
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/DayZ/Entities/Man.c:170
override string GetDebugName()
Определения dayzplayer.c:1191
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetDebugName(), JunctureTakeEntityToTargetAttachmentEx(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToTargetAttachmentExImpl().