74 if (!m_OnItemAddedToHands)
83 if (!m_OnItemRemovedFromHands)
92 if (m_OnItemAddedToHands)
93 m_OnItemAddedToHands.Invoke(
item,
this);
99 if (m_OnItemRemovedFromHands)
100 m_OnItemRemovedFromHands.Invoke(
item,
this);
113 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveDropEntity input data not sent yet, cannot allow another input action");
158 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveTakeEntityToHands input data not sent yet, cannot allow another input action");
180 if (!
GetGame().IsDedicatedServer())
191 if (
item.GetInventory().GetCurrentInventoryLocation(
src_item))
218 Print(
"[inv] PredictiveMoveItemFromHandsToInventory input data not sent yet, cannot allow another input action");
233 if (
GetHumanInventory().GetEntityInHands().m_OldLocation.GetParent() && GetHumanInventory().GetEntityInHands().m_OldLocation.GetParent().GetHierarchyRootPlayer())
340 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveTakeEntityToInventory input data not sent yet, cannot allow another input action");
379 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveTakeEntityToCargo input data not sent yet, cannot allow another input action");
418 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveTakeEntityAsAttachment input data not sent yet, cannot allow another input action");
457 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveTakeEntityAsAttachmentEx input data not sent yet, cannot allow another input action");
496 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveSwapEntities input data not sent yet, cannot allow another input action");
523 Error(
"[inv] (Man@" +
this +
") SwapEntitiesImpl - cannot swap items!");
544 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveForceSwapEntities input data not sent yet, cannot allow another input action");
589 Print(
"[inv] " + GetSimulationTimeStamp() +
" ::PredictiveTakeEntityToTargetInventory input data not sent yet, cannot allow another input action");
601 if (GetInventory().CanAddAttachment(
item))
605 for (
int i = 0;
i <
item.GetInventory().GetSlotIdCount();
i++)
640 Print(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" ::PredictiveTakeEntityToTargetCargoEx input data not sent yet, cannot allow another input action");
679 Print(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" ::PredictiveTakeEntityToTargetCargo input data not sent yet, cannot allow another input action");
722 Print(
"[inv] " +
GetDebugName(
this) +
" STS = " + GetSimulationTimeStamp() +
" ::PredictiveTakeEntityToTargetAttachmentEx input data not sent yet, cannot allow another input action");
761 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveTakeEntityToTargetAttachment input data not sent yet, cannot allow another input action");
800 Print(
"[inv] " + GetSimulationTimeStamp() +
" Man@" +
this +
" ::PredictiveTakeToDst input data not sent yet, cannot allow another input action");
void syncDebugPrint(string s)
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
override bool TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
FindInventoryLocationType
flags for searching locations in inventory
represents base for cargo storage for entities
bool ReplaceItemInHandsWithNewImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
hand replace
override bool ServerTakeEntityToTargetAttachment(notnull EntityAI target, notnull EntityAI item)
override bool IsHealthVisible()
proto native void StatUpdateByTime(string name)
Updates stat counter by time.
override bool PredictiveTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)
void AddItemToDelete(EntityAI item)
override bool LocalTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
override bool PredictiveTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
override bool LocalTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)
override bool PredictiveTakeEntityAsAttachment(notnull EntityAI item)
bool JunctureTakeEntityToTargetCargoEx(notnull CargoBase cargo, notnull EntityAI item, int row, int col)
to target cgo ex juncture
ref ScriptInvoker m_OnItemAddedToHands
bool JunctureTakeEntityAsAttachment(notnull EntityAI item)
as att juncture
bool TakeEntityToCargoImpl(InventoryMode mode, notnull EntityAI item)
bool ServerReplaceItemInHandsWithNewElsewhere(ReplaceItemWithNewLambdaBase lambda)
override bool PredictiveTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
void UpdateInventoryMenu()
bool JunctureTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
to target cgo juncture
bool LocalReplaceItemElsewhereWithNewInHands(ReplaceItemWithNewLambdaBase lambda)
override bool PredictiveDropEntity(notnull EntityAI item)
override bool ServerTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
override bool ServerTakeEntityToCargo(notnull EntityAI item)
bool JunctureDropEntity(notnull EntityAI item)
drop juncture
bool LocalReplaceItemInHandsWithNewElsewhere(ReplaceItemWithNewLambdaBase lambda)
ScriptInvoker GetOnItemAddedToHands()
bool IsInventorySoftLocked()
void SetInventorySoftLock(bool status)
override bool PredictiveTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
bool LocalReplaceItemInHandsWithNew(ReplaceItemWithNewLambdaBase lambda)
override bool LocalTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
bool IsInTransport()
returns true if man is in transport, false otherwise
proto native void StatSyncToClient()
override bool ServerTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)
bool ServerSwapEntities(notnull EntityAI item1, notnull EntityAI item2)
override bool LocalTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
void LocalDestroyEntityInHands()
proto native void SetMasterAttenuation(string masterAttenuation)
override bool PredictiveTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)
void JunctureTakeEntityToHands(notnull EntityAI item)
hand juncture
bool SwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
override bool ServerTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
bool ReplaceItemWithNewImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
!hand -> !hand replace
bool JunctureTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
as att ex juncture
bool ReplaceItemElsewhereWithNewInHandsImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
!hand replace -> hand
void TakeEntityToHandsImpl(InventoryMode mode, EntityAI item)
bool ServerReplaceItemWithNew(ReplaceItemWithNewLambdaBase lambda)
override bool LocalTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)
proto native float StatGet(string name)
Gets counter value of the specified stat type.
void OnItemInHandsChanged()
override bool LocalTakeEntityToTargetAttachment(notnull EntityAI target, notnull EntityAI item)
override bool PredictiveTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
proto native owned string GetMasterAttenuation()
override bool PredictiveTakeEntityToTargetAttachment(notnull EntityAI target, notnull EntityAI item)
HumanInventory GetHumanInventory()
inventory
bool PredictiveForceSwapEntities(notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool JunctureSwapEntities(notnull EntityAI item1, notnull EntityAI item2)
swap juncture
bool JunctureTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
to target inv juncture
proto native void StatInvokeUpdate()
override bool CanBeSkinned()
proto native EntityAI GetDrivingVehicle()
Returns vehicle which this Man object is driving. If this Man object isn't as driver of any vehicle i...
void ServerTakeEntityToHands(EntityAI item)
void LocalTakeEntityToHands(EntityAI item)
bool TakeEntityAsAttachmentExImpl(InventoryMode mode, notnull EntityAI item, int slot)
override bool CanDropEntity(notnull EntityAI item)
override bool ServerTakeEntityToTargetCargoEx(notnull CargoBase cargo, notnull EntityAI item, int row, int col)
bool LocalSwapEntities(notnull EntityAI item1, notnull EntityAI item2)
proto native owned string GetCurrentWeaponMode()
void EEItemIntoHands(EntityAI item)
bool PhysicalPredictiveDropItem(EntityAI entity, bool heavy_item_only=true)
proto native void SetFaceTexture(string texture_name)
Texture that is used on the Man's face and hands.
void StopDeathDarkeningEffect()
bool PredictiveTakeOrSwapAttachment(notnull EntityAI item)
proto void StatGetCounter(string name, out string value)
Gets counter value as string of the specified stat type.
override bool HasFixedActionTargetCursorPosition()
bool JunctureTakeEntityToCargo(notnull EntityAI item)
to cgo juncture
bool TakeEntityToTargetAttachmentExImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)
bool JunctureTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
to inv juncture
bool ServerReplaceItemElsewhereWithNewInHands(ReplaceItemWithNewLambdaBase lambda)
bool LocalForceSwapEntities(notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool JunctureTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)
to target att ex juncture
bool JunctureTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)
to dst juncture
proto native void SetSpeechRestricted(bool state)
Set speech restriction.
proto native void SetFaceMaterial(string material_name)
Material that is used on the Man's face and hands.
proto native bool IsCameraInsideVehicle()
bool ForceSwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
override bool ServerTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)
proto native bool StatRegister(string name)
override bool LocalTakeEntityToTargetCargoEx(notnull CargoBase cargo, notnull EntityAI item, int row, int col)
bool TakeToDstImpl(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
bool JunctureTakeEntityToTargetAttachment(notnull EntityAI target, notnull EntityAI item)
to target att juncture
bool ServerForceSwapEntities(notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
override bool LocalTakeEntityAsAttachment(notnull EntityAI item)
override bool LocalTakeEntityToCargo(notnull EntityAI item)
override bool LocalTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
override bool ServerDropEntity(notnull EntityAI item)
proto native void StatUpdate(string name, float value)
Updates stat counter with given value.
proto native PlayerIdentity GetIdentity()
Returns player's identity.
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
proto native bool IsSpeechRestricted()
Check if player has resctricted speech.
bool TakeEntityToTargetAttachmentImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
proto native UAInterface GetInputInterface()
Returns player's input interface.
override bool ServerTakeEntityAsAttachment(notnull EntityAI item)
proto native void StatUpdateByPosition(string name)
Updates stat counter by player's actual position.
bool JunctureForceSwapEntities(notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
ForceSwap juncture.
bool CanPlaceItem(EntityAI item)
void SetProcessUIWarning(bool state)
ref ScriptInvoker m_OnItemRemovedFromHands
void JunctureDeleteItem(EntityAI item)
bool DropEntityImpl(InventoryMode mode, notnull EntityAI owner, notnull EntityAI item)
bool TakeEntityToTargetCargoImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
bool TakeEntityToTargetCargoExImpl(InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)
proto void StatGetAsTime(string name, out string value)
Gets counter value as formatted time string of the specified stat type.
bool ServerReplaceItemInHandsWithNew(ReplaceItemWithNewLambdaBase lambda)
override bool ServerTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
proto native bool IsSoundInsideBuilding()
void PredictiveMoveItemFromHandsToInventory()
override bool LocalDropEntity(notnull EntityAI item)
void OnGameplayDataHandlerSync()
void EEItemOutOfHands(EntityAI item)
bool TakeEntityToTargetInventoryImpl(InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
ScriptInvoker GetOnItemRemovedFromHands()
void PredictiveTakeEntityToHands(EntityAI item)
override bool PredictiveTakeEntityToCargo(notnull EntityAI item)
bool TakeEntityAsAttachmentImpl(InventoryMode mode, notnull EntityAI item)
proto native void StatUpdateByGivenPos(string name, vector pos)
Updates stat counter by given position.
bool PredictiveSwapEntities(notnull EntityAI item1, notnull EntityAI item2)
override bool PredictiveTakeEntityToTargetCargoEx(notnull CargoBase cargo, notnull EntityAI item, int row, int col)
bool ReplaceItemInHandsWithNewElsewhereImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
hand replace2
bool LocalReplaceItemWithNew(ReplaceItemWithNewLambdaBase lambda)
bool TakeEntityToInventoryImpl(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
script counterpart to engine's class Inventory
bool TakeEntityToCargo(InventoryMode mode, notnull EntityAI item)
moves item to cargo of this intentory
static bool CanSwapEntitiesEx(notnull EntityAI item1, notnull EntityAI item2)
bool TakeEntityAsAttachment(InventoryMode mode, notnull EntityAI item)
inventory for plain man/human
override bool ReplaceItemWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
proto native EntityAI GetEntityInHands()
override bool TakeEntityAsAttachmentEx(InventoryMode mode, notnull EntityAI item, int slot)
bool ReplaceItemInHandsWithNewElsewhere(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
bool ReplaceItemElsewhereWithNewInHands(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
override bool TakeEntityToInventory(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
override bool LocalDestroyEntity(notnull EntityAI item)
override bool DropEntity(InventoryMode mode, EntityAI owner, notnull EntityAI item)
bool ReplaceItemInHandsWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
override bool TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
override bool ForceSwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
override bool SwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
static string DumpToStringNullSafe(InventoryLocation loc)
static bool IsSyncLogEnable()
The class that will be instanced (moddable)
base class for transformation operations (creating one item from another)
ScriptInvoker Class provide list of callbacks usage:
Base native class for all motorized wheeled vehicles.
override string GetDebugName()
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.
proto void Print(void var)
Prints content of variable to console/log.
proto native void SetFlags(ShapeFlags flags)