3908 {
3909 array<string> slots = new array<string>;
3910 ConfigGetTextArray("Attachments", slots);
3911
3912 array<string> mags = new array<string>;
3913 ConfigGetTextArray("magazines", mags);
3914
3915
3916
3918
3922
3923 string config_path;
3924 string child_name;
3925 int scope;
3927 int consumable_count;
3928
3929 for (int i = 0; i < all_paths.Count(); i++)
3930 {
3931 config_path = all_paths.Get(i);
3932 int children_count =
g_Game.ConfigGetChildrenCount(config_path);
3933
3934 for (
int x = 0;
x < children_count;
x++)
3935 {
3936 g_Game.ConfigGetChildName(config_path,
x, child_name);
3937 path = config_path +
" " + child_name;
3938 scope =
g_Game.ConfigGetInt( config_path +
" " + child_name +
" scope" );
3939 bool should_check = true;
3940 if ( config_path == "CfgVehicles" && scope == 0)
3941 {
3942 should_check = false;
3943 }
3944
3945 if ( should_check )
3946 {
3947 string inv_slot;
3948 g_Game.ConfigGetText( config_path +
" " + child_name +
" inventorySlot",inv_slot );
3949 for (int z = 0; z < slots.Count(); z++)
3950 {
3951 if (slots.Get(z) == inv_slot)
3952 {
3954 continue;
3955
3956 }
3957 }
3958 }
3959 }
3960 }
3961 };
proto native GameInventory GetInventory()
EntityAI CreateInInventory(string type)
creates entity somewhere in inventory
array< string > TStringArray