4 if (
player.NeedInventoryJunctureFromServer(
src.GetItem(),
src.GetParent(),
dst.GetParent()))
6 if ((
src.GetItem() &&
src.GetItem().IsSetForDeletion()) || (
src.GetParent() &&
src.GetParent().IsSetForDeletion()) || (
dst.GetParent() &&
dst.GetParent().IsSetForDeletion()))
31 Debug.
InventoryReservationLog(
"STS = " +
player.GetSimulationTimeStamp() +
" src1:" +
src1.DumpToString() +
" dst1: " +
dst1.DumpToString() +
" src2:" +
src2.DumpToString() +
" dst2: " +
dst2.DumpToString(),
"InventoryJuncture",
"n/a",
"TryAcquireTwoInventoryJuncturesFromServer",
player.ToString());
42 if ((
src1.GetItem() &&
src1.GetItem().IsSetForDeletion()) || (
src1.GetParent() &&
src1.GetParent().IsSetForDeletion()) || (
dst1.GetParent() &&
dst1.GetParent().IsSetForDeletion()))
58 if ((
src2.GetItem() &&
src2.GetItem().IsSetForDeletion()) || (
src2.GetParent() &&
src2.GetParent().IsSetForDeletion()) || (
dst2.GetParent() &&
dst2.GetParent().IsSetForDeletion()))
void syncDebugPrint(string s)
bool TryAcquireInventoryJunctureFromServer(notnull Man player, notnull InventoryLocation src, notnull InventoryLocation dst)
bool TryAcquireTwoInventoryJuncturesFromServer(notnull Man player, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)
static void InventoryReservationLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
static void InventoryMoveLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutMS
reservations
static string DumpToStringNullSafe(InventoryLocation loc)
static bool IsInventoryReservationLogEnable()
static bool IsSyncLogEnable()
proto native CGame GetGame()