DayZ 1.28
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/Entities/Man.c строка 705

706 {
707 if (!ScriptInputUserData.CanStoreInputUserData())
708 {
709 Print("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetCargo input data not sent yet, cannot allow another input action");
710 return false;
711 }
712
713 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
714 return JunctureTakeEntityToTargetCargo(target, item);
715 else
716 return TakeEntityToTargetCargoImpl(InventoryMode.PREDICTIVE, target, item);
717 }
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/Entities/Man.c:700
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/Entities/Man.c:155
bool TakeEntityToTargetCargoImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
Определения 3_Game/Entities/Man.c:732
override string GetDebugName()
Определения dayzplayer.c:1170
proto void Print(void var)
Prints content of variable to console/log.

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