DayZ 1.28
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/Entities/Man.c строка 787

788 {
789 if (!ScriptInputUserData.CanStoreInputUserData())
790 {
791 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToTargetAttachment input data not sent yet, cannot allow another input action");
792 return false;
793 }
794
795 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
796 return JunctureTakeEntityToTargetAttachment(target, item);
797 else
798 return TakeEntityToTargetAttachmentImpl(InventoryMode.PREDICTIVE, target, item);
799 }
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/Entities/Man.c:782
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/Entities/Man.c:155
bool TakeEntityToTargetAttachmentImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
Определения 3_Game/Entities/Man.c:811
proto void Print(void var)
Prints content of variable to console/log.

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