PC Stable Documentation
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Private Member Functions | |
void | HandEventDrop (Man p=null, InventoryLocation src=null) |
override void | ReadFromContext (ParamsReadContext ctx) |
override void | WriteToContext (ParamsWriteContext ctx) |
override bool | CheckRequestEx (InventoryValidation validation) |
override bool | CanPerformEventEx (InventoryValidation validation) |
void | HandEventThrow (Man p=null, InventoryLocation src=null) |
override void | ReadFromContext (ParamsReadContext ctx) |
override void | WriteToContext (ParamsWriteContext ctx) |
void | SetForce (vector force) |
vector | GetForce () |
Private Attributes | |
bool | m_CanPerformDrop |
vector | m_Force |
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inlineprivate |
On multiplayer client, if this is the initial call then we are waiting for the server to setup this event still
Singleplayer or server was initial caller
References GetDst(), GetGame(), GetSrcEntity(), InventoryValidation::m_IsJuncture, InventoryValidation::m_IsRemote, m_Player, InventoryValidation::m_Reason, and GameInventory::SetGroundPosByOwner().
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Check to see if this is the initial call from the server (but the event originated from a client)
References GetSrcEntity(), IsAuthoritative(), InventoryValidation::m_IsJuncture, m_Player, InventoryValidation::m_Reason, and GameInventory::SetGroundPosByOwner().
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inlineprivate |
References m_EventID.
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inlineprivate |
References Error(), GetSrcEntity(), and m_EventID.
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inlineprivate |
References OptionalLocationReadFromContext(), and Serializer::Read().
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inlineprivate |
References Serializer::Read(), InventoryLocation::ReadFromContext(), x, and y.
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inlineprivate |
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inlineprivate |
References OptionalLocationWriteToContext(), and Serializer::Write().
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inlineprivate |
References Serializer::Write().
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private |
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private |
Referenced by GetForce().