53 if (!
action_data.m_Player.GetInventory().AddInventoryReservationEx(
mag,
il, 10000))
268 int mi =
wpn.GetCurrentMuzzle();
306 action_data.m_Player.GetHumanInventory().ClearUserReservedLocation(
wpn);
307 if ((!
GetGame().IsDedicatedServer()) && !
mag.GetHierarchyParent())
337 if ((!
wpn ||
ad.m_Player.GetItemInHands() !=
wpn || !
ad.m_Player.GetWeaponManager().IsRunning()) && !
ad.m_Player.IsJumpInProgress())
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void SetStage(int stage, SequentialActionData action_data)
void End()
called on surrender end request end
DetachMagActionReciveData m_ilMagazine
AdvDetachMagActionReciveData m_ilWeapon
FindInventoryLocationType
flags for searching locations in inventory
ref InventoryLocation m_ilWeapon
ref InventoryLocation m_ilMagazine
ref InventoryLocation m_ilMagazine
override bool HasProgress()
override bool ActionConditionContinue(ActionData action_data)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override bool HasTarget()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
void FirearmActionDetachMagazine_Old()
override bool CanBePerformedFromQuickbar()
override ActionData CreateActionData()
override bool InventoryReservation(ActionData action_data)
override void Start(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override void OnEndServer(ActionData action_data)
override void OnUpdate(ActionData action_data)
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void OnStartServer(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override ActionData CreateActionData()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool InventoryReservation(ActionData action_data)
void FirearmActionDetachMagazine()
override bool CanBePerformedFromQuickbar()
override void CreateConditionComponents()
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void OnStageStart(SequentialActionData action_data)
Serialization general interface. Serializer API works with:
proto native CGame GetGame()