//------------------------------------------------------------------------ void CInventory::PostReloadExtension( IGameObject * pGameObject, const SEntitySpawnParams ¶ms ) { // attach script bind CCryAction *pCryAction = static_cast<CCryAction *>(gEnv->pGame->GetIGameFramework()); pCryAction->GetInventoryScriptBind()->AttachTo(this); m_pActor = pCryAction->GetIActorSystem()->GetActor(pGameObject->GetEntityId()); }
//------------------------------------------------------------------------ bool CInventory::Init( IGameObject * pGameObject ) { SetGameObject(pGameObject); // attach script bind CCryAction *pCryAction = static_cast<CCryAction *>(gEnv->pGame->GetIGameFramework()); pCryAction->GetInventoryScriptBind()->AttachTo(this); m_pGameFrameWork = pCryAction; m_pActor = pCryAction->GetIActorSystem()->GetActor(pGameObject->GetEntityId()); return true; }