528 {
529 bool code;
530 if (LogManager.IsSyncLogEnable())
syncDebugPrint(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" ::SwapImpl(" +
typename.EnumToString(
InventoryMode, mode) +
") item1=" +
Object.GetDebugName(item1) +
" item2=" + item2.GetDebugName(
this));
531 if (!GameInventory.CanSwapEntitiesEx(item1, item2))
532 Error(
"[inv] (Man@" +
this +
") SwapEntitiesImpl - cannot swap items!");
533
535
537 if (!code)
538 if (LogManager.IsSyncLogEnable())
syncDebugPrint(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" SwapEntitiesImpl - cannot swap or forceswap");
539 return code;
540 }
void syncDebugPrint(string s)
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void UpdateInventoryMenu()
proto native HumanInventory GetHumanInventory()
override bool SwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
override string GetDebugName()
void Error(string err)
Messagebox with error message.