28 {
32 {
33 CachedEquipmentItemAttribute newItemAttributes = new CachedEquipmentItemAttribute();
34 newItemAttributes.m_Entity = entity;
35 newItemAttributes.m_Parent = parent;
36 newItemAttributes.m_InventoryDepth = item.GetHierarchyLevel();
37 newItemAttributes.m_SlotIndex = slotId;
39
40 #ifdef ENABLE_LOGGING
41 LogMessage(
string.Format(
"parent:%1 entity:%2 (slot:%3)", parent, entity,
InventorySlots.
GetSlotName(slotId)),
"OnItemAttached");
42 #endif
43
44 Insert(category, newItemAttributes);
45 }
46
47 CachedEquipmentStorageInventoryEntry params = new CachedEquipmentStorageInventoryEntry();
48 params.m_Entity = item;
49 params.m_GameInventory = item.GetInventory();
50 params.m_SlotId = slotId;
51 params.m_CallerMethod = "OnItemAttached";
53
55 }
void ProcessItemInventory(CachedEquipmentStorageInventoryEntry params)
ECachedEquipmentItemCategory
ECachedEquipmentOperationMode
ECachedEquipmentPlacement
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration