593 {
594 bool code = false;
595 if (LogManager.IsSyncLogEnable())
syncDebugPrint(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" ForceSwapImpl(" +
typename.EnumToString(
InventoryMode, mode) +
") item1=" +
Object.GetDebugName(item1) +
" item2=" + item2.GetDebugName(
this));
597
599 if (!code)
600 if (LogManager.IsSyncLogEnable())
syncDebugPrint(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" ForceSwapEntitiesImpl - cannot Forceswap");
601 return code;
602 }
void syncDebugPrint(string s)
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void UpdateInventoryMenu()
proto native HumanInventory GetHumanInventory()
override bool ForceSwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
override string GetDebugName()