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Give&Take

Give And Take This mod is in early testing phase. Use at your own risk. Adds two new sets of actions to the game: 1. Offering and item and a player takes it from you. 2. Another player requests an item and you give it to him. The default key for offering/requesting an item is "O". If you have an item in your hand you can offer it to another player. If you have no item in hands you can request an item from a player.… (more)

Give And Take This mod is in early testing phase. Use at your own risk. Adds two new sets of actions to the game: 1. Offering and item and a player takes it from you. 2. Another player requests an item and you give it to him. The default key for offering/requesting an item is "O". If you have an item in your hand you can offer it to another player. If you have no item in hands you can request an item from a player. Putting items in another players pockets: Additionally you can unlock your inventory so that other players can put items in your pockts. In order to toggle the access a hot key needs to be assigned. If a player has unlocked its inventory a additional action will appear on the player. Repack/Modify/Redistribute You ARE ALLOWED to repack, reupload, modify and redistribute this mod however you want. Don't ask me for any special features requests or whatever. I will not do any special versions for anyone. Just take the mod and make adjustments as you need and publish the adjusted version! Contact Discord: affenb3rt#4704

Workshop 2903112334 · mod updated 2023-04-01 · analyzed 2026-10-03 06:22 UTC · history · 16 script files

AnimationCharacterMechanics Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 21% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 25 others share it. Ranked list.

10
20
30
40
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • This mod
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 40 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
2 hooks · 0.0004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 99.8% PlayerBase.SetActions, PlayerBaseClient.OnVariablesSynchronized

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

OnVariablesSynchronized on PlayerBaseClient
per event
no I/O, timers or RPC
SetActions on PlayerBase
per event
no I/O, timers or RPC

Other findings

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 8 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
ActionConstructor.RegisterActions — yes ✓ GiveAndTake.pbo::scripts\4_world\classes\useractionscomponent\actionconstructor.c:3
ActionTargetsCursor.GetItemDesc — yes conditional GiveAndTake.pbo::scripts\5_mission\GUI\actiontargetscursor.c:44
ActionTargetsCursor.GetItemHealth — yes conditional GiveAndTake.pbo::scripts\5_mission\GUI\actiontargetscursor.c:58
ActionTargetsCursor.GetItemCargoCount — yes conditional GiveAndTake.pbo::scripts\5_mission\GUI\actiontargetscursor.c:72
PlayerBase.Init — yes ✓ GiveAndTake.pbo::scripts\4_world\entities\manbase\playerbase.c:6
PlayerBase.SetActions T2 yes ✓ GiveAndTake.pbo::scripts\4_world\entities\manbase\playerbase.c:38
PlayerBase.SetActionsRemoteTarget — yes ✓ GiveAndTake.pbo::scripts\4_world\entities\manbase\playerbase.c:47
PlayerBaseClient.OnVariablesSynchronized T2 yes ✓ GiveAndTake.pbo::scripts\4_world\entities\manbase\playerbaseclient.c:5
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.SetActionsT2 8.0placeholder0.0002
PlayerBaseClient.OnVariablesSynchronizedT2 8.0placeholder0.0002

Includes 0.000 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

GiveAndTake.pbo

  • GiveAndTake requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash 371c85f1b72f01fd