DayZ 1.27
DayZ Explorer by KGB
 
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◆ PredictiveForceSwapEntities()

bool EntityAI::PredictiveForceSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation item2_dst )
inlineprotected

См. определение в файле Man.c строка 549

550 {
551 if (!ScriptInputUserData.CanStoreInputUserData())
552 {
553 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveForceSwapEntities input data not sent yet, cannot allow another input action");
554 return false;
555 }
556
557 bool need_j1 = NeedInventoryJunctureFromServer(item1, item1.GetHierarchyParent(), item2.GetHierarchyParent());
558 bool need_j2 = NeedInventoryJunctureFromServer(item2, item2.GetHierarchyParent(), item1.GetHierarchyParent());
559 if (need_j1 || need_j2)
560 return ForceSwapEntitiesImpl(InventoryMode.JUNCTURE, item1, item2, item2_dst);
561 else
562 return ForceSwapEntitiesImpl(InventoryMode.PREDICTIVE, item1, item2, item2_dst);
563 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Определения Inventory.c:22
bool ForceSwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
Определения Man.c:575
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения Man.c:155
proto void Print(void var)
Prints content of variable to console/log.

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