DayZ 1.30
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityToTargetCargo()

override bool EntityAI::PredictiveTakeEntityToTargetCargo ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected

См. определение в файле 3_Game/DayZ/Entities/Man.c строка 615

616 {
617 if (!ScriptInputUserData.CanStoreInputUserData())
618 {
619 Print("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetCargo input data not sent yet, cannot allow another input action");
620 return false;
621 }
622
623 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
624 return JunctureTakeEntityToTargetCargo(target, item);
625 else
626 return TakeEntityToTargetCargoImpl(InventoryMode.PREDICTIVE, target, item);
627 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool JunctureTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
to target cgo juncture
Определения 3_Game/DayZ/Entities/Man.c:610
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/DayZ/Entities/Man.c:170
bool TakeEntityToTargetCargoImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
Определения 3_Game/DayZ/Entities/Man.c:642
override string GetDebugName()
Определения dayzplayer.c:1191
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetDebugName(), JunctureTakeEntityToTargetCargo(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToTargetCargoImpl().