DayZ 1.27
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 Man.c строка 731

732 {
733 if (!ScriptInputUserData.CanStoreInputUserData())
734 {
735 Print("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetAttachmentEx input data not sent yet, cannot allow another input action");
736 return false;
737 }
738
739 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
740 return JunctureTakeEntityToTargetAttachmentEx(target, item, slot);
741 else
742 return TakeEntityToTargetAttachmentExImpl(InventoryMode.PREDICTIVE, target, item, slot);
743 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Определения Inventory.c:22
bool TakeEntityToTargetAttachmentExImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)
Определения Man.c:755
bool JunctureTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)
to target att ex juncture
Определения Man.c:726
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения Man.c:155
override string GetDebugName()
Определения dayzplayer.c:1170
proto void Print(void var)
Prints content of variable to console/log.

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