545 {
546 bool code;
547 if (LogManager.IsSyncLogEnable())
syncDebugPrint(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" ::SwapImpl(" +
typename.EnumToString(
InventoryMode, mode) +
") item1=" +
Object.GetDebugName(item1) +
" item2=" + item2.GetDebugName(
this));
548 if (!GameInventory.CanSwapEntitiesEx(item1, item2))
549 Error(
"[inv] (Man@" +
this +
") SwapEntitiesImpl - cannot swap items!");
550
552
554 if (!code)
555 if (LogManager.IsSyncLogEnable())
syncDebugPrint(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" SwapEntitiesImpl - cannot swap or forceswap");
556 return code;
557 }
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.