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B2Action_PutDownInventoryObject

  • Description
    * ===============
    * Action that puts down the character's carried inventory object (e.g. food), either onto the floor or a target slot.
    * ===============
    * Note:
    * OnInit(): Resolves the carried inventory object, sets GrabId to "Food", computes the put-down anim id from target slot height, and requests its async load.
    * OnPlay(): Resets the anim timer and plays the put-down anim montage.
    * OnFinish(): Stops the grab loop arm animation and resets the montage delegates.
    * OnTick(): Accumulates elapsed anim montage playback time.
PropertyTypeDescriptionMetadata
GrabIdFNameFB1GrabTableRow row id for the carried object (hardcoded to Food), used to resolve the put-down animation
PutDownAnimIdFNameAnim id used to find the put-down montage for the carried object
AnimMontageNameFNameMontage name resolved from PutDownAnimId to put down the carried object
CurrentAnimTimefloatElapsed time of put-down anim montage playback (reset on OnPlay)
TotalPlayLengthfloatTotal play length of the resolved put-down anim montage (from montage table row)
FloorPutDownLocationFVectorFloor location to put down the carried object when there's no target entity, computed via site pathfinding
ActionIdFNameIdentifier of this action instance (used for interaction tracking and mission time accounting)
StateEB2ActionStateCurrent lifecycle state of this action
MergeTypeEB2ActionMergeTypeMerge type flags for this action (e.g. interaction merge, checked in Finish())
ResultEB2InteractionResultResult of this action once it stops playing (Finish/Failed/Canceled)
SelfEntityIdFB1EntityIdEntity id performing this action
TargetEntityIdFB1EntityIdEntity id targeted by this action
GrabEntityIdFB1EntityIdEntity id grabbed/carried by self entity for this action
NonTargetLocationFVectorLocation used for script/condition context when there is no target entity
ActionFB1ActionInfoAction table data (S1/S2/F1/F2, script id lists, etc.) driving this instance
TickCalcValuefloatAccumulated tick delta time since this action started ticking
CurrentNotifyIndexint32Index into Action.NotifyScriptIds for the next notify script to run
AsyncLoadAnimInfoTArrayAnimations to async-load for this action's start/notify/tick/finish/cancel scripts
AddActionTimeIntervalfloatInterval in seconds between OnTickAddActionExecuteTime() calls
AccumAddActionTimefloatElapsed time accumulator compared against AddActionTimeInterval
StartActionTickTimeint64Tick timestamp used to measure elapsed action execution time for mission tracking
ActionKeyFB2ActionKeyKey identifying this action's slot/queue within the interaction system
TimeTaskIdFB1TimeTaskIdId of the scheduled time task used for delayed Determine/Finish
IsForceCancelableboolWhether this action is force-cancelable, copied from Action.IsForceCancelable
IsFirstActionboolMarks the first action in an interaction sequence; set on actions[0] by FB2InteractionPlayer::LinkActions(), read by FB2ActionPlayer
bMultiFlagboolSet by looping actions (PlayAnim, BookRead, Eat, WaitTalkSequence) once a loop iteration completes; read/reset by FB2ActionPlayer to gate multi-interaction selection
TalkInstanceIdFB1TalkInstanceIdId of the talk instance this action is linked to, set externally by FB2InteractionPlayer::LinkActions()
TalkSubjectEntityIdFB1EntityIdEntity id of the talk subject linked to this action, set externally by FB2InteractionPlayer::LinkActions()/OnTalkSpaceParamChanged()
bIsWaitFinishEventboolCached copy of Action.IsWaitFinishAction taken at Init(); read directly by FB2ActionPlayer for sequencing (the IsWaitFinishAction() getter instead reads Action.IsWaitFinishAction live)
AutoInsertTypeEB2ActionAutoInsertTypeType of action that was auto-inserted before this one (e.g. WalkTo, ChangePosture)