4429 {
4430 if (values && values.Count() != 0)
4431 {
4432 set<int> passThis;
4433 InventoryLocation lcn = new InventoryLocation();
4436 {
4437 int count = passThis.Count();
4438 for (int i = 0; i < count; i++)
4439 {
4441 }
4443 if (parent)
4444 parent.ClearExclusionValueRecursive(passThis,lcn.
GetSlot());
4445 }
4446 }
4447 }
proto native EntityAI GetHierarchyParent()
Returns direct parent of current entity.
proto native GameInventory GetInventory()
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
bool CheckExclusionAccessPropagation(int occupiedSlot, int targetSlot, set< int > value, inout set< int > adjustedValue)
special propagation contition
ref set< int > m_AttachmentExclusionMaskChildren
proto native bool GetCurrentInventoryLocation(out notnull InventoryLocation loc)
returns information about current item location
proto native int GetSlot()
returns slot id if current type is Attachment