def ServerSetItemSaveGameData(caller: unrealsdk.UObject, idx: int, def_data: unrealsdk.UObject, quantity: int, equipped: bool, mark: int) -> None: item = caller.Spawn(def_data.ItemDefinition.InventoryClass) if item is None: return inv_pawn = caller.GetInventoryPawn() item.ItemLocation = 14 item.InitializeFromDefinitionData(expand_item_definition_data(def_data), inv_pawn, False) item.Quantity = quantity item.SetMark(mark) item.GiveTo(inv_pawn, equipped)
def ServerSetWeaponSaveGameData(caller: unrealsdk.UObject, idx: int, def_data: unrealsdk.UObject, slot: int, mark: int) -> None: weap = caller.Spawn(def_data.WeaponTypeDefinition.InventoryClass) if weap is None: return inv_pawn = caller.GetInventoryPawn() weap.ItemLocation = 14 weap.InitializeFromDefinitionData(expand_weapon_definition_data(def_data), inv_pawn, False) weap.SetMark(mark) weap.StoredAmmo = 0 inv_pawn.InvManager.PendingQuickSlot = slot weap.GiveTo(inv_pawn, slot != 0)