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DayZ 1.24
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this one is a bit special: it drops all items and destroys the ex-root of the hierarchy More...
Private Member Functions | |
| void | DropEquipAndDestroyRootLambda (EntityAI old_item, string new_item_type, PlayerBase player) |
| override void | CopyOldPropertiesToNew (notnull EntityAI old_item, EntityAI new_item) |
Private Member Functions inherited from ReplaceItemWithNewLambdaBase | |
| bool | WantCreateNewEntity () |
| bool | CanExecuteLambda () |
| bool | PrepareLocations () |
| Step A. - prepare inventory locations. | |
| void | RemoveOldItemFromLocation () |
| Step B. - free location for new item @NOTE this operation does not delete the object, only removes it from inventory location. | |
| void | UndoRemoveOldItemFromLocation () |
| void | RemoveNetworkObjectInfo () |
| Step C. - remove network part of the object @NOTE this operation does not delete the object, only removes its network part (and deletes it on client) | |
| void | UndoRemoveNetworkObjectInfo () |
| 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 | DeleteOldEntity () |
| Step F. - deletes physically old item. | |
| void | CreateNetworkObjectInfo (EntityAI new_item) |
| Step G. - create NetworkObjectInfo for new item. | |
| void | OnSuccess (EntityAI new_item) |
| Step H. - notification on finish. | |
| void | OnAbort () |
| Step Out - notification on abort. | |
| void | Execute (HumanInventoryWithFSM fsm_to_notify=null) |
| string | DumpToString () |
Private Attributes | |
| PlayerBase | m_Player |
Private Attributes inherited from ReplaceItemWithNewLambdaBase | |
| ref InventoryLocation | m_OldLocation |
| ref InventoryLocation | m_NewLocation |
| bool | m_RemoveFromLocationPassed = false |
this one is a bit special: it drops all items and destroys the ex-root of the hierarchy
Definition at line 105 of file MiscGameplayFunctions.c.
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inlineprivate |
Definition at line 109 of file MiscGameplayFunctions.c.
References m_Player.
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inlineprivate |
We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the old item
Definition at line 114 of file MiscGameplayFunctions.c.
References GetGame(), ReplaceItemWithNewLambdaBase::m_NewLocation, m_Player, Math3D::MatrixIdentity4(), and GameInventory::PrepareDropEntityPos().
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private |
Definition at line 107 of file MiscGameplayFunctions.c.
Referenced by CopyOldPropertiesToNew(), and DropEquipAndDestroyRootLambda().