scripts/4_World/Entities/ManBase/PlayerBase.c
// -------------------------------------------------------------------------
/**
	/brief Creates copy of \p ItemBase in players inventory. If player dont have enough slots for new item, item will be created on the ground under player.
		\param item_name \p string Class name of ItemBase in configs
		\returns \p ItemBase Created item
		@code
			ItemBase item = g_Game.GetPlayer().CreateInInventory("Consumable_GardenLime", "cargo_weapon");
		@endcode
	*/
brief Creates copy of \p ItemBase in players inventory. If player dont have enough slots for new item, item will be created on the ground under player.
brief Creates copy of \ p ItemBase in players inventory . If player dont have enough slots for new item item will be created on the ground under player .
ItemBase CopyInventoryItem( ItemBase orig_item )
	{
		ItemBase item = ItemBase.Cast( GetInventory().CreateInInventory( orig_item.GetType() ) );
		if ( item == NULL )
		{
			return NULL;
		}
		item.SetQuantity( orig_item.GetQuantity() );
		item.SetHealth( "", "", orig_item.GetHealth("", "") );
		return item;
	}
ItemBase CopyInventoryItem ( ItemBase orig_item ) { ItemBase item = ItemBase . Cast ( GetInventory ( ) . CreateInInventory ( orig_item . GetType ( ) ) ) ; if ( item == NULL ) { return NULL ; } item . SetQuantity ( orig_item . GetQuantity ( ) ) ; item . SetHealth ( " " , " " , orig_item . GetHealth ( " " , " " ) ) ; return item ; }
brief Creates copy of \p ItemBase in players inventory.
brief Creates copy of \ p ItemBase in players inventory .
// Copy of quantity // Copy of damage