DayZ 1.29
DayZ Explorer by KGB
 
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◆ PredictiveSwapEntities()

bool EntityAI::PredictiveSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2 )
inlineprotected

См. определение в файле 3_Game/DayZ/Entities/Man.c строка 528

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();
538 bool need_j1 = NeedInventoryJunctureFromServer(item1, item1Parent, item2Parent);
539 bool need_j2 = NeedInventoryJunctureFromServer(item2, item2Parent, item1Parent);
540 if (need_j1 || need_j2)
541 return SwapEntitiesImpl(InventoryMode.JUNCTURE, item1, item2);
542 else
543 return SwapEntitiesImpl(InventoryMode.PREDICTIVE, item1, item2);
544 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
class LogManager EntityAI
bool SwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
Определения 3_Game/DayZ/Entities/Man.c:556
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(), NeedInventoryJunctureFromServer(), Print() и SwapEntitiesImpl().

Используется в ManBase::PredictiveSwapEntities() и PredictiveTakeOrSwapAttachment().