DayZ 1.30
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 697

698 {
699 if (!ScriptInputUserData.CanStoreInputUserData())
700 {
701 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToTargetAttachment input data not sent yet, cannot allow another input action");
702 return false;
703 }
704
705 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
706 return JunctureTakeEntityToTargetAttachment(target, item);
707 else
708 return TakeEntityToTargetAttachmentImpl(InventoryMode.PREDICTIVE, target, item);
709 }
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:692
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/DayZ/Entities/Man.c:170
bool TakeEntityToTargetAttachmentImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
Определения 3_Game/DayZ/Entities/Man.c:721
proto void Print(void var)
Prints content of variable to console/log.

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

Используется в PredictiveTakeOrSwapAttachment().