689 {
690 if (!ScriptInputUserData.CanStoreInputUserData())
691 {
692 Print(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" ::PredictiveTakeEntityToTargetCargo input data not sent yet, cannot allow another input action");
693 return false;
694 }
695
698 else
700 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool JunctureTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
to target cgo juncture
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
bool TakeEntityToTargetCargoImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
override string GetDebugName()
proto void Print(void var)
Prints content of variable to console/log.