117g_Game.RemoteObjectTreeDelete(m_OldItem); // C) this forces server to send DeleteObject Message to client. This is needed for preserving the appearance of network operations on client (so that DeleteObject(old) arrives before CreateVehicle(new)). @NOTE: this does not delete the object on server, only it's network representation.
118// @NOTE: the item is not deleted right now on server, but rather after copying the properties in Step E)
168/*InventoryLocation backupLocation = new InventoryLocation;
169 vector mtx[4];
170 Math3D.MatrixIdentity4(mtx);
171 mtx[3] = m_OldItem.GetPosition();
172 backupLocation.SetGround(null, mtx);
173 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[inv] ReplaceItemWithNewLambdaBase Step D) plan B - creating=" + m_NewItemType + " at bkp loc=" + backupLocation.DumpToString() + ", but failed");
174 new_item = GameInventory.LocationCreateLocalEntity(backupLocation, m_NewItemType,ECE_OBJECT_SWAP,RF_NONE); // create LOCAL new one on ground
175 if (!new_item)
176 {
177 Error("[inv] ReplaceItemWithNewLambdaBase Step D) plan B - wanted to create=" + m_NewItemType + " at bkp loc=" + backupLocation.DumpToString() + ", but failed");
216g_Game.RemoteObjectTreeCreate(new_item); // G) this forces server to send CreateVehicle Message to client. This is needed for preserving the appearance of network operations on client (so that DeleteObject(old) arrives before CreateVehicle(new)). @NOTE: this does not delete the object on server, only it's network representation.