DayZ 1.28
DayZ Explorer by KGB
 
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◆ PredictiveTakeEntityToCargo()

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

См. определение в файле 3_Game/Entities/Man.c строка 401

402 {
403 if (!ScriptInputUserData.CanStoreInputUserData())
404 {
405 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToCargo input data not sent yet, cannot allow another input action");
406 return false;
407 }
408
409 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
410 return JunctureTakeEntityToCargo(item);
411 else
412 return TakeEntityToCargoImpl(InventoryMode.PREDICTIVE, item);
413 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool TakeEntityToCargoImpl(InventoryMode mode, notnull EntityAI item)
Определения 3_Game/Entities/Man.c:425
bool JunctureTakeEntityToCargo(notnull EntityAI item)
to cgo juncture
Определения 3_Game/Entities/Man.c:396
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Определения 3_Game/Entities/Man.c:155
proto void Print(void var)
Prints content of variable to console/log.

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