3860 {
3861 array<string> slots = new array<string>;
3862 ConfigGetTextArray("Attachments", slots);
3863
3864 array<string> mags = new array<string>;
3865 ConfigGetTextArray("magazines", mags);
3866
3867
3868
3870
3874
3875 string config_path;
3876 string child_name;
3877 int scope;
3879 int consumable_count;
3880
3881 for (int i = 0; i < all_paths.Count(); i++)
3882 {
3883 config_path = all_paths.Get(i);
3885
3886 for (
int x = 0;
x < children_count;
x++)
3887 {
3889 path = config_path +
" " + child_name;
3891 bool should_check = 1;
3892 if ( config_path == "CfgVehicles" && scope == 0)
3893 {
3894 should_check = 0;
3895 }
3896
3897 if ( should_check )
3898 {
3899 string inv_slot;
3901 for (int z = 0; z < slots.Count(); z++)
3902 {
3903 if (slots.Get(z) == inv_slot)
3904 {
3906 continue;
3907
3908 }
3909 }
3910 }
3911 }
3912 }
3913 };
proto bool ConfigGetChildName(string path, int index, out string name)
Get name of subclass in config class on path.
proto native int ConfigGetInt(string path)
Get int value from config on path.
proto bool ConfigGetText(string path, out string value)
Get string value from config on path.
proto native int ConfigGetChildrenCount(string path)
Get count of subclasses in config class on path.
proto native GameInventory GetInventory()
EntityAI CreateInInventory(string type)
creates entity somewhere in inventory
proto native CGame GetGame()
array< string > TStringArray