Dayz Explorer 1.29.162510
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dayzplayerinventory.c File Reference

Go to the source code of this file.

Classes

class  DeferredEvent
class  DeferredSwapEntities
class  DeferredHandEvent

Functions

void DeferredTakeToDst (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
override bool ReserveInventory (HumanInventory inventory)
override void ClearInventoryReservation (HumanInventory inventory)
void DeferredForceSwapEntities (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)
void DeferredHandEvent (InventoryMode mode, HandEventBase e)
void DayZPlayerInventory ()
DayZPlayer GetDayZPlayerOwner ()
bool IsAuthoritative ()
bool IsOwner ()
bool IsProxy ()
override void Init ()
 Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system).
void CancelHandEvent ()
 cancels any handevents that will be executed this frame @NOTE: this is used in situations where the player performs an action that renders the event invalid exactly on the frame it will be executed
void CancelWeaponEvent ()
void AbortWeaponEvent ()
void PostWeaponEvent (WeaponEventBase e)
void DeferredWeaponFailed ()
void HandleWeaponEvents (float dt, out bool exitIronSights)
void HandleInventory (float dt)
void OnInputUserDataForRemote (ParamsReadContext ctx)
override void OnServerInventoryCommand (ParamsReadContext ctx)
bool ValidateSyncMove (inout Serializer ctx, InventoryValidation validation)
bool ValidateHandEvent (inout Serializer ctx, InventoryValidation validation)
bool ValidateSwap (inout Serializer ctx, InventoryValidation validation)
bool ProcessInputData (ParamsReadContext ctx, bool isJuncture, bool isRemote)
void RemoveMovableOverride (EntityAI item)
void EnableMovableOverride (EntityAI item)
void CheckForRope (InventoryLocation src, InventoryLocation dst)
bool IsServerOrLocalPlayer ()
bool StoreInputForRemotes (bool handling_juncture, bool remote, ParamsReadContext ctx)
override bool TakeToDst (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
override bool PostDeferredEventTakeToDst (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
void HandleTakeToDst (DeferredEvent deferred_event)
override bool SwapEntities (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
override bool PostDeferredForceSwapEntities (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)
void HandleSwapEntities (DeferredEvent deferred_event)
override bool ForceSwapEntities (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
void HandleForceSwapEntities (DeferredEvent deferred_event)
override void NetSyncCurrentStateID (int id)
override void OnAfterStoreLoad ()
bool OnEventForRemoteWeapon (ParamsReadContext ctx)
bool OnHandEventForRemote (ParamsReadContext ctx)
void SyncHandEventToRemote (HandEventBase e)
override void OnHandsExitedStableState (HandStateBase src, HandStateBase dst)
override void OnHandsEnteredStableState (HandStateBase src, HandStateBase dst)
override void OnHandsStateChanged (HandStateBase src, HandStateBase dst)
override bool HandEvent (InventoryMode mode, HandEventBase e)
void SyncDeferredEventToRemotes ()
void HandleHandEvent (DeferredEvent deferred_event)
override void HandleInventoryManipulation ()
bool IsProcessing ()
bool PlayerCheckRequestSrc (notnull InventoryLocation src, float radius)
bool PlayerCheckRequestDst (notnull InventoryLocation src, notnull InventoryLocation dst, float radius)
void SendRepairToClientDst (notnull InventoryLocation dst)
bool PlayerCheckSwapItemsRequest (notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, float radius)
bool PlayerCheckDropRequest (notnull InventoryLocation src, float radius)
bool MoveCheckExclusionMaskLocal (notnull InventoryLocation src, notnull InventoryLocation dst)
 Local, checks only stuff that is in guaranteed sync.
bool SwapCheckExclusionMaskLocal (notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)
 Local, checks only stuff that is in guaranteed sync.
bool ValidateDestroy (inout Serializer ctx, InventoryValidation validation)
override bool OnInventoryCheck (int userDataType, ParamsReadContext ctx)
override bool OnInventoryJunctureFromServer (ParamsReadContext ctx)
override void OnInventoryJunctureFailureFromServer (ParamsReadContext ctx)
override void OnInventoryFailure (InventoryCommandType type, InventoryValidationReason reason, InventoryLocation src, InventoryLocation dst)
void OnHandleStoredJunctureData (ParamsReadContext ctx)
proto native void StoreJunctureData (ParamsReadContext ctx)
override bool OnInputUserDataProcess (ParamsReadContext ctx)
void OnHandleStoredInputUserData (ParamsReadContext ctx)
proto native void StoreInputUserData (ParamsReadContext ctx)

Variables

class DeferredEvent m_src
ref InventoryLocation m_dst
DeferredSwapEntities m_item1
EntityAI m_item2
ref InventoryLocation m_dst1
ref InventoryLocation m_dst2
ref HandEventBase m_event
 m_DeferredEvent = NULL
ref Timer m_DeferredWeaponTimer = new Timer
ref HandEventBase m_DeferredPostedHandEvent = NULL
ref WeaponEventBase m_DeferredWeaponEvent = NULL
 deferred hand event
ref HandAnimatedTakingFromAtt m_Taking
 deferred weapon event
ref HandAnimatedMovingToAtt m_MovingTo
ref HandAnimatedSwapping m_Swapping
ref HandAnimatedForceSwapping m_FSwapping
ref HandAnimatedForceSwapping_Inst m_FSwappingInst

Function Documentation

◆ AbortWeaponEvent()

void AbortWeaponEvent ( )
protected

Definition at line 281 of file dayzplayerinventory.c.

◆ CancelHandEvent()

void CancelHandEvent ( )
protected

cancels any handevents that will be executed this frame @NOTE: this is used in situations where the player performs an action that renders the event invalid exactly on the frame it will be executed

Definition at line 269 of file dayzplayerinventory.c.

◆ CancelWeaponEvent()

void CancelWeaponEvent ( )
protected

Definition at line 275 of file dayzplayerinventory.c.

◆ CheckForRope()

void CheckForRope ( InventoryLocation src,
InventoryLocation dst )
protected

Definition at line 1868 of file dayzplayerinventory.c.

◆ ClearInventoryReservation()

override void ClearInventoryReservation ( HumanInventory inventory)

Definition at line 34 of file dayzplayerinventory.c.

◆ DayZPlayerInventory()

void DayZPlayerInventory ( )
protected

Definition at line 163 of file dayzplayerinventory.c.

◆ DeferredForceSwapEntities()

void DeferredForceSwapEntities ( InventoryMode mode,
notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation dst1,
notnull InventoryLocation dst2 )

Definition at line 89 of file dayzplayerinventory.c.

◆ DeferredHandEvent()

void DayZPlayerInventory::DeferredHandEvent ( InventoryMode mode,
HandEventBase e )

Definition at line 127 of file dayzplayerinventory.c.

◆ DeferredTakeToDst()

void DeferredTakeToDst ( InventoryMode mode,
notnull InventoryLocation src,
notnull InventoryLocation dst )

Definition at line 15 of file dayzplayerinventory.c.

◆ DeferredWeaponFailed()

void DeferredWeaponFailed ( )
protected

Definition at line 320 of file dayzplayerinventory.c.

◆ EnableMovableOverride()

void EnableMovableOverride ( EntityAI item)
protected

Definition at line 1860 of file dayzplayerinventory.c.

◆ ForceSwapEntities()

override bool ForceSwapEntities ( InventoryMode mode,
notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation item2_dst )
protected

Definition at line 2256 of file dayzplayerinventory.c.

◆ GetDayZPlayerOwner()

DayZPlayer GetDayZPlayerOwner ( )
protected

Definition at line 167 of file dayzplayerinventory.c.

◆ HandEvent()

override bool HandEvent ( InventoryMode mode,
HandEventBase e )
protected

Let the client know a failure happened

If singleplayer or the client is executing this

Definition at line 2605 of file dayzplayerinventory.c.

◆ HandleForceSwapEntities()

void HandleForceSwapEntities ( DeferredEvent deferred_event)
protected

Definition at line 2287 of file dayzplayerinventory.c.

◆ HandleHandEvent()

void HandleHandEvent ( DeferredEvent deferred_event)
protected

Default structure suffices

Definition at line 2656 of file dayzplayerinventory.c.

◆ HandleInventory()

void HandleInventory ( float dt)
protected

Definition at line 444 of file dayzplayerinventory.c.

◆ HandleInventoryManipulation()

override void HandleInventoryManipulation ( )
protected

Definition at line 2793 of file dayzplayerinventory.c.

◆ HandleSwapEntities()

void HandleSwapEntities ( DeferredEvent deferred_event)
protected

Definition at line 2164 of file dayzplayerinventory.c.

◆ HandleTakeToDst()

void HandleTakeToDst ( DeferredEvent deferred_event)
protected

Definition at line 2005 of file dayzplayerinventory.c.

◆ HandleWeaponEvents()

void HandleWeaponEvents ( float dt,
out bool exitIronSights )
protected

Definition at line 345 of file dayzplayerinventory.c.

◆ Init()

override void Init ( )
protected

Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system).

whole body slots

upper body part slots

bottom body part slots

lower body part slots


heat comfort related slots

pre-init arrays

Temporary hotfix for EOnPostSimulate/EOnFrame methods not beeing called on static objects

Definition at line 202 of file dayzplayerinventory.c.

◆ IsAuthoritative()

bool IsAuthoritative ( )
protected

Definition at line 169 of file dayzplayerinventory.c.

◆ IsOwner()

bool IsOwner ( )
protected

Definition at line 180 of file dayzplayerinventory.c.

◆ IsProcessing()

bool IsProcessing ( )
protected

Definition at line 2809 of file dayzplayerinventory.c.

◆ IsProxy()

bool IsProxy ( )
protected

Definition at line 191 of file dayzplayerinventory.c.

◆ IsServerOrLocalPlayer()

bool IsServerOrLocalPlayer ( )
protected

Definition at line 1875 of file dayzplayerinventory.c.

◆ MoveCheckExclusionMaskLocal()

bool MoveCheckExclusionMaskLocal ( notnull InventoryLocation src,
notnull InventoryLocation dst )
protected

Local, checks only stuff that is in guaranteed sync.

Definition at line 3051 of file dayzplayerinventory.c.

◆ NetSyncCurrentStateID()

override void NetSyncCurrentStateID ( int id)
protected

Definition at line 2452 of file dayzplayerinventory.c.

◆ OnAfterStoreLoad()

override void OnAfterStoreLoad ( )
protected

Definition at line 2465 of file dayzplayerinventory.c.

◆ OnEventForRemoteWeapon()

bool OnEventForRemoteWeapon ( ParamsReadContext ctx)
protected

Definition at line 2473 of file dayzplayerinventory.c.

◆ OnHandEventForRemote()

bool OnHandEventForRemote ( ParamsReadContext ctx)
protected

Definition at line 2515 of file dayzplayerinventory.c.

◆ OnHandleStoredInputUserData()

void OnHandleStoredInputUserData ( ParamsReadContext ctx)
protected

Definition at line 702 of file dayzplayerinventory.c.

◆ OnHandleStoredJunctureData()

void OnHandleStoredJunctureData ( ParamsReadContext ctx)
protected

Juncture is only ever Server Req->Client Ack and Perform->Server Perform, never remote

Definition at line 654 of file dayzplayerinventory.c.

◆ OnHandsEnteredStableState()

override void OnHandsEnteredStableState ( HandStateBase src,
HandStateBase dst )
protected

Definition at line 2571 of file dayzplayerinventory.c.

◆ OnHandsExitedStableState()

override void OnHandsExitedStableState ( HandStateBase src,
HandStateBase dst )
protected

Definition at line 2561 of file dayzplayerinventory.c.

◆ OnHandsStateChanged()

override void OnHandsStateChanged ( HandStateBase src,
HandStateBase dst )
protected

Definition at line 2581 of file dayzplayerinventory.c.

◆ OnInputUserDataForRemote()

void OnInputUserDataForRemote ( ParamsReadContext ctx)
protected

Definition at line 723 of file dayzplayerinventory.c.

◆ OnInputUserDataProcess()

override bool OnInputUserDataProcess ( ParamsReadContext ctx)
protected

Definition at line 685 of file dayzplayerinventory.c.

◆ OnInventoryCheck()

override bool OnInventoryCheck ( int userDataType,
ParamsReadContext ctx )
protected

Definition at line 3173 of file dayzplayerinventory.c.

◆ OnInventoryFailure()

override void OnInventoryFailure ( InventoryCommandType type,
InventoryValidationReason reason,
InventoryLocation src,
InventoryLocation dst )
protected

TODO(kumarjac): Notify player here

Definition at line 640 of file dayzplayerinventory.c.

◆ OnInventoryJunctureFailureFromServer()

override void OnInventoryJunctureFailureFromServer ( ParamsReadContext ctx)
protected

Function and setup is still messy due to the switch statement and relation with reading.

It could be cleaner if we used classes to handle each inventory command type, but that comes at a performance cost and will also probably require making a fair amount of changes elsewhere.

The downsides with this system right now:

  1. It makes it hard to track what is written/read from the serializer
  2. It makes this file very very large

The new changes at least remove the massive switch block and allow for all inventory commands to respond back to the client if something goes wrong

Definition at line 556 of file dayzplayerinventory.c.

◆ OnInventoryJunctureFromServer()

override bool OnInventoryJunctureFromServer ( ParamsReadContext ctx)
protected

Definition at line 532 of file dayzplayerinventory.c.

◆ OnServerInventoryCommand()

override void OnServerInventoryCommand ( ParamsReadContext ctx)
protected

Definition at line 735 of file dayzplayerinventory.c.

◆ PlayerCheckDropRequest()

bool PlayerCheckDropRequest ( notnull InventoryLocation src,
float radius )
protected

Definition at line 3019 of file dayzplayerinventory.c.

◆ PlayerCheckRequestDst()

bool PlayerCheckRequestDst ( notnull InventoryLocation src,
notnull InventoryLocation dst,
float radius )
protected

Definition at line 2852 of file dayzplayerinventory.c.

◆ PlayerCheckRequestSrc()

bool PlayerCheckRequestSrc ( notnull InventoryLocation src,
float radius )
protected

Definition at line 2814 of file dayzplayerinventory.c.

◆ PlayerCheckSwapItemsRequest()

bool PlayerCheckSwapItemsRequest ( notnull InventoryLocation src1,
notnull InventoryLocation src2,
notnull InventoryLocation dst1,
notnull InventoryLocation dst2,
float radius )
protected

Definition at line 2947 of file dayzplayerinventory.c.

◆ PostDeferredEventTakeToDst()

override bool PostDeferredEventTakeToDst ( InventoryMode mode,
notnull InventoryLocation src,
notnull InventoryLocation dst )
protected

Definition at line 1989 of file dayzplayerinventory.c.

◆ PostDeferredForceSwapEntities()

override bool PostDeferredForceSwapEntities ( InventoryMode mode,
notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation dst1,
notnull InventoryLocation dst2 )
protected

Definition at line 2148 of file dayzplayerinventory.c.

◆ PostWeaponEvent()

void PostWeaponEvent ( WeaponEventBase e)
protected

Definition at line 303 of file dayzplayerinventory.c.

◆ ProcessInputData()

bool ProcessInputData ( ParamsReadContext ctx,
bool isJuncture,
bool isRemote )
protected
Returns
false on malformed data, true on anything else, including cheats

It should be impossible for juncture to be ran on remote

Serializer can be updated and re-written to when we may want to only correct the client instead of denying the inventory command

Only inform client about failure

General purpose serializer change from read to write here if the validation doesn't update it

Only send juncture back to client

Definition at line 1762 of file dayzplayerinventory.c.

◆ RemoveMovableOverride()

void RemoveMovableOverride ( EntityAI item)
protected

Definition at line 1853 of file dayzplayerinventory.c.

◆ ReserveInventory()

override bool ReserveInventory ( HumanInventory inventory)

Definition at line 22 of file dayzplayerinventory.c.

◆ SendRepairToClientDst()

void SendRepairToClientDst ( notnull InventoryLocation dst)
protected

Definition at line 2896 of file dayzplayerinventory.c.

◆ StoreInputForRemotes()

bool StoreInputForRemotes ( bool handling_juncture,
bool remote,
ParamsReadContext ctx )
protected

Definition at line 1880 of file dayzplayerinventory.c.

◆ StoreInputUserData()

proto native void StoreInputUserData ( ParamsReadContext ctx)
protected

◆ StoreJunctureData()

proto native void StoreJunctureData ( ParamsReadContext ctx)
protected

◆ SwapCheckExclusionMaskLocal()

bool SwapCheckExclusionMaskLocal ( notnull InventoryLocation src1,
notnull InventoryLocation src2,
notnull InventoryLocation dst1,
notnull InventoryLocation dst2 )
protected

Local, checks only stuff that is in guaranteed sync.

Definition at line 3062 of file dayzplayerinventory.c.

◆ SwapEntities()

override bool SwapEntities ( InventoryMode mode,
notnull EntityAI item1,
notnull EntityAI item2 )
protected

Definition at line 2119 of file dayzplayerinventory.c.

◆ SyncDeferredEventToRemotes()

void SyncDeferredEventToRemotes ( )
protected

Definition at line 2647 of file dayzplayerinventory.c.

◆ SyncHandEventToRemote()

void SyncHandEventToRemote ( HandEventBase e)
protected

Definition at line 2542 of file dayzplayerinventory.c.

◆ TakeToDst()

override bool TakeToDst ( InventoryMode mode,
notnull InventoryLocation src,
notnull InventoryLocation dst )
protected

Remote inputs are processed in sync juncture once performed on the server - this code below was executing the inventory command before the player simulation timeestamp for remotes which is illegal

Definition at line 1898 of file dayzplayerinventory.c.

◆ ValidateDestroy()

bool ValidateDestroy ( inout Serializer ctx,
InventoryValidation validation )
protected

TODO(kumarjac): Probably should be called through inventory juncture, we shouldn't allow the client to delete until the server says it is okay as there can be more reasons than "cheater" for it to be rejected such as desync

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

Definition at line 3079 of file dayzplayerinventory.c.

◆ ValidateHandEvent()

bool ValidateHandEvent ( inout Serializer ctx,
InventoryValidation validation )
protected

Pass partial information to guards so guards can do minimal checks if needed The guards can't prevent event so it would be incorrect to pass full InventoryValidation struct. We have to make sure guards don't inadvertantly produce different results in the FSM as that will create desync (two players attempting to put a rag into the same fireplace slot at the same time)

kumarjac: This indicates a failure in replication relationships as player full inventory should be synchronized always if player exists on the remote

TODO(kumarjac): Is this one correct to be 'RemoveMovableOverride' or are the other Validate methdos wrong with 'EnableMovableOverride'?

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

'HandEventBase.CheckRequestEx' updates failure reason

if it already happened on server, remote just needs to comply TODO(kumarjac): Move m_IsRemote check to inside of HandEventBase.CanPerformEventEx

'HandEventBase.CanPerformEventEx' updates failure reason

Check if this this is being executed on the server and not by a juncture or AI

Continuing on with execution of rest of the function

Is called twice unfortunately... but it works so won't change

TODO(kumarjac): We should probably set the result to failure like so

Definition at line 1048 of file dayzplayerinventory.c.

◆ ValidateSwap()

bool ValidateSwap ( inout Serializer ctx,
InventoryValidation validation )
protected

kumarjac: This indicates a failure in replication relationships as player full inventory should be synchronized always if player exists on the remote

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

Check if this this is being executed on the server and not by a juncture or AI

Continuing on with execution of rest of the function

Check whether the juncture for the related player and items has been acquired.

Definition at line 1344 of file dayzplayerinventory.c.

◆ ValidateSyncMove()

bool ValidateSyncMove ( inout Serializer ctx,
InventoryValidation validation )
protected

kumarjac: This indicates a failure in replication relationships as player full inventory should be synchronized always if player exists on the remote

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

kumarjac: This indicates a failure in replication relationships as player full inventory should be synchronized always if player exists on the remote

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

Check if this this is being executed on the server and not by a juncture or AI so we can lock the item and ensure replication relationships are setup

TODO(kumarjac): We should continue with the execution and not have this special block but making a change here now will require testing

Is called twice unfortunately...

Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync

Definition at line 747 of file dayzplayerinventory.c.

Variable Documentation

◆ m_DeferredEvent

m_DeferredEvent = NULL

◆ m_DeferredPostedHandEvent

ref HandEventBase m_DeferredPostedHandEvent = NULL
protected

Definition at line 154 of file dayzplayerinventory.c.

◆ m_DeferredWeaponEvent

ref WeaponEventBase m_DeferredWeaponEvent = NULL
protected

deferred hand event

Definition at line 155 of file dayzplayerinventory.c.

◆ m_DeferredWeaponTimer

ref Timer m_DeferredWeaponTimer = new Timer

Definition at line 150 of file dayzplayerinventory.c.

◆ m_dst

ref InventoryLocation m_dst

Definition at line 13 of file dayzplayerinventory.c.

◆ m_dst1

ref InventoryLocation m_dst1

Definition at line 86 of file dayzplayerinventory.c.

◆ m_dst2

ref InventoryLocation m_dst2

Definition at line 87 of file dayzplayerinventory.c.

◆ m_event

ref HandEventBase m_event

Definition at line 126 of file dayzplayerinventory.c.

◆ m_FSwapping

ref HandAnimatedForceSwapping m_FSwapping
protected

Definition at line 160 of file dayzplayerinventory.c.

◆ m_FSwappingInst

ref HandAnimatedForceSwapping_Inst m_FSwappingInst
protected

Definition at line 161 of file dayzplayerinventory.c.

◆ m_item1

◆ m_item2

EntityAI m_item2

Definition at line 85 of file dayzplayerinventory.c.

◆ m_MovingTo

ref HandAnimatedMovingToAtt m_MovingTo
protected

Definition at line 158 of file dayzplayerinventory.c.

◆ m_src

class DeferredEvent m_src

◆ m_Swapping

ref HandAnimatedSwapping m_Swapping
protected

Definition at line 159 of file dayzplayerinventory.c.

◆ m_Taking

ref HandAnimatedTakingFromAtt m_Taking
protected

deferred weapon event

Definition at line 157 of file dayzplayerinventory.c.