529 {
530 if (!ScriptInputUserData.CanStoreInputUserData())
531 {
532 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveSwapEntities input data not sent yet, cannot allow another input action");
533 return false;
534 }
535
536 EntityAI item1Parent = item1.GetHierarchyParent();
537 EntityAI item2Parent = item2.GetHierarchyParent();
540 if (need_j1 || need_j2)
542 else
544 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool SwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
proto void Print(void var)
Prints content of variable to console/log.