DayZ 1.29
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityToTargetAttachment()

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

См. определение в файле 3_Game/DayZ/Entities/Man.c строка 803

804 {
805 if (!ScriptInputUserData.CanStoreInputUserData())
806 {
807 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToTargetAttachment input data not sent yet, cannot allow another input action");
808 return false;
809 }
810
811 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
812 return JunctureTakeEntityToTargetAttachment(target, item);
813 else
814 return TakeEntityToTargetAttachmentImpl(InventoryMode.PREDICTIVE, target, item);
815 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool JunctureTakeEntityToTargetAttachment(notnull EntityAI target, notnull EntityAI item)
to target att juncture
Определения 3_Game/DayZ/Entities/Man.c:798
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/DayZ/Entities/Man.c:163
bool TakeEntityToTargetAttachmentImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
Определения 3_Game/DayZ/Entities/Man.c:827
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityToTargetAttachment(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToTargetAttachmentImpl().