423 {
424 if (!ScriptInputUserData.CanStoreInputUserData())
425 {
426 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveSwapEntities input data not sent yet, cannot allow another input action");
427 return false;
428 }
429
430 EntityAI item1Parent = item1.GetHierarchyParent();
431 EntityAI item2Parent = item2.GetHierarchyParent();
434 if (need_j1 || need_j2)
436 else
438 }
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.