4489 {
4490 if (values && values.Count() != 0)
4491 {
4492 set<int> passThis;
4493 InventoryLocation lcn = new InventoryLocation();
4496 {
4497 int count = passThis.Count();
4498 for (int i = 0; i < count; ++i)
4499 {
4501 }
4503 if (parent)
4504 parent.ClearExclusionValueRecursive(passThis,lcn.
GetSlot());
4505 }
4506 }
4507 }
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