451 {
452 bool code;
453 if (LogManager.IsSyncLogEnable())
syncDebugPrint(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" ::SwapImpl(" +
typename.EnumToString(
InventoryMode, mode) +
") item1=" +
Object.GetDebugName(item1) +
" item2=" + item2.GetDebugName(
this));
454 if (!GameInventory.CanSwapEntitiesEx(item1, item2))
455 Error(
"[inv] (Man@" +
this +
") SwapEntitiesImpl - cannot swap items!");
456
458
460 if (!code)
461 if (LogManager.IsSyncLogEnable())
syncDebugPrint(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" SwapEntitiesImpl - cannot swap or forceswap");
462 return code;
463 }
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.