DayZ 1.29
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityToCargo()

override bool EntityAI::PredictiveTakeEntityToCargo ( notnull EntityAI item)
inlineprotected

См. определение в файле 3_Game/DayZ/Entities/Man.c строка 411

412 {
413 if (!ScriptInputUserData.CanStoreInputUserData())
414 {
415 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToCargo input data not sent yet, cannot allow another input action");
416 return false;
417 }
418
419 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
420 return JunctureTakeEntityToCargo(item);
421 else
422 return TakeEntityToCargoImpl(InventoryMode.PREDICTIVE, item);
423 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool TakeEntityToCargoImpl(InventoryMode mode, notnull EntityAI item)
Определения 3_Game/DayZ/Entities/Man.c:435
bool JunctureTakeEntityToCargo(notnull EntityAI item)
to cgo juncture
Определения 3_Game/DayZ/Entities/Man.c:406
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/DayZ/Entities/Man.c:163
proto void Print(void var)
Prints content of variable to console/log.

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