| class UndergroundStash extends ItemBase | |
| { | |
| void UndergroundStash() {} | |
| void PlaceOnGround() | |
| { | |
| vector pos = GetPosition(); | |
| pos[1] = GetGame().SurfaceRoadY(pos[0], pos[2]); | |
| pos[1] = pos[1] + 0.22; | |
| SetPosition(pos); | |
| } | |
| ItemBase GetStashedItem() | |
| { | |
| ItemBase item; | |
| if (GetInventory().GetCargo().GetItemCount() > 0) | |
| { | |
| item = ItemBase.Cast(GetInventory().GetCargo().GetItem(0)); | |
| } | |
| return item; | |
| } | |
| override bool CanDisplayCargo() | |
| { | |
| return false; | |
| } | |
| override bool CanPutInCargo(EntityAI parent) | |
| { | |
| return false; | |
| } | |
| override bool CanReleaseCargo(EntityAI cargo) | |
| { | |
| return false; | |
| } | |
| override bool CanReceiveItemIntoHands(EntityAI item_to_hands) | |
| { | |
| return false; | |
| } | |
| override bool CanSaveItemInHands(EntityAI item_in_hands) | |
| { | |
| return false; | |
| } | |
| override bool CanPutIntoHands(EntityAI parent) | |
| { | |
| return false; | |
| } | |
| override bool IsInventoryVisible() | |
| { | |
| return false; | |
| } | |
| } |