3865 {
3866 array<string> slots = new array<string>;
3867 ConfigGetTextArray("Attachments", slots);
3868
3869 array<string> mags = new array<string>;
3870 ConfigGetTextArray("magazines", mags);
3871
3872
3873
3875
3879
3880 string config_path;
3881 string child_name;
3882 int scope;
3884 int consumable_count;
3885
3886 for (int i = 0; i < all_paths.Count(); i++)
3887 {
3888 config_path = all_paths.Get(i);
3890
3891 for (
int x = 0;
x < children_count;
x++)
3892 {
3894 path = config_path +
" " + child_name;
3896 bool should_check = 1;
3897 if ( config_path == "CfgVehicles" && scope == 0)
3898 {
3899 should_check = 0;
3900 }
3901
3902 if ( should_check )
3903 {
3904 string inv_slot;
3906 for (int z = 0; z < slots.Count(); z++)
3907 {
3908 if (slots.Get(z) == inv_slot)
3909 {
3911 continue;
3912
3913 }
3914 }
3915 }
3916 }
3917 }
3918 };
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