223 {
225 if (!ScriptInputUserData.CanStoreInputUserData())
226 {
227 Print(
"[inv] PredictiveMoveItemFromHandsToInventory input data not sent yet, cannot allow another input action");
228 return;
229 }
230
232
235
238 {
239 InventoryLocation invLoc = new InventoryLocation;
241
243 {
245 {
247 {
249 return;
250 }
251 }
252 }
253 }
254
257 }
void syncDebugPrint(string s)
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
override bool TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
FindInventoryLocationType
flags for searching locations in inventory
void UpdateInventoryMenu()
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
proto native HumanInventory GetHumanInventory()
proto native EntityAI GetEntityInHands()
override bool TakeEntityToInventory(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
override string GetDebugName()
proto void Print(void var)
Prints content of variable to console/log.