76 Error(
"[inv] ReplaceItemWithNewLambdaBase Step A.1) failed to get old_item inventory location");
88 Error(
"[inv] ReplaceItemWithNewLambdaBase Step B) failed to remove old_item rom current inventory location");
97 Error(
"[inv] ReplaceItemWithNewLambdaBase Step B) failed to undo remove");
224 Print(
"Error [inv] ReplaceItemWithNewLambdaBase OnAbort");
283 Print(
"[syncinv] warning, lambda cannot be executed, skipping!");
const int ECE_OBJECT_SWAP
const int ECE_PLACE_ON_SURFACE
void hndDebugPrint(string s)
InventoryLocationType
types of Inventory Location
script counterpart to engine's class Inventory
static proto native bool LocationRemoveEntity(notnull InventoryLocation inv_loc)
removes item from inventory location
static proto native bool LocationCanRemoveEntity(notnull InventoryLocation inv_loc)
queries if the entity contained in inv_loc.m_item can be removed from ground/attachment/cargo/hands/....
static proto native EntityAI LocationCreateLocalEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new local item directly at location @NOTE: the item is created localy, i.e....
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new item directly at location
static proto native bool LocationAddEntity(notnull InventoryLocation inv_loc)
adds item to inventory location
HumanInventory... with FSM (synchronous, no anims)
static string DumpToStringNullSafe(InventoryLocation loc)
static bool IsInventoryHFSMLogEnable()
base class for transformation operations (creating one item from another)
void RemoveOldItemFromLocation()
Step B. - free location for new item @NOTE this operation does not delete the object,...
void ReplaceItemWithNewLambdaBase(EntityAI old_item, string new_item_type)
void OverrideNewLocation(InventoryLocation newLocation)
void UndoRemoveNetworkObjectInfo()
void UndoRemoveOldItemFromLocation()
ref InventoryLocation m_OldLocation
void OnSuccess(EntityAI new_item)
Step H. - notification on finish.
void DeleteOldEntity()
Step F. - deletes physically old item.
bool WantCreateNewEntity()
bool m_RemoveNetworkObjectInfoPassed
ref InventoryLocation m_NewLocation
void RemoveNetworkObjectInfo()
Step C. - remove network part of the object @NOTE this operation does not delete the object,...
bool PrepareLocations()
Step A. - prepare inventory locations.
bool m_RemoveFromLocationPassed
void Execute(HumanInventoryWithFSM fsm_to_notify=null)
EntityAI CreateNewEntity()
Step D. - create new entity (LOCAL) with specified type.
void CopyOldPropertiesToNew(notnull EntityAI old_item, EntityAI new_item)
Step E. copy properties from old object to the created one.
void VerifyItemTypeBySlotType()
void OnAbort()
Step Out - notification on abort.
void CreateNetworkObjectInfo(EntityAI new_item)
Step G. - create NetworkObjectInfo for new item.
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.
proto void Print(void var)
Prints content of variable to console/log.
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.
static const string Empty