DayZ 1.27
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityToTargetAttachment()

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

См. определение в файле Man.c строка 770

771 {
772 if (!ScriptInputUserData.CanStoreInputUserData())
773 {
774 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToTargetAttachment input data not sent yet, cannot allow another input action");
775 return false;
776 }
777
778 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
779 return JunctureTakeEntityToTargetAttachment(target, item);
780 else
781 return TakeEntityToTargetAttachmentImpl(InventoryMode.PREDICTIVE, target, item);
782 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Определения Inventory.c:22
bool JunctureTakeEntityToTargetAttachment(notnull EntityAI target, notnull EntityAI item)
to target att juncture
Определения Man.c:765
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения Man.c:155
bool TakeEntityToTargetAttachmentImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
Определения Man.c:794
proto void Print(void var)
Prints content of variable to console/log.

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