579 {
580 if (!ScriptInputUserData.CanStoreInputUserData())
581 {
582 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveForceSwapEntities input data not sent yet, cannot allow another input action");
583 return false;
584 }
585
586 EntityAI item1Parent = item1.GetHierarchyParent();
587 EntityAI item2Parent = item2.GetHierarchyParent();
590 if (need_j1 || need_j2)
592 else
594 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool ForceSwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
proto void Print(void var)
Prints content of variable to console/log.