Called when entity is part of "connected system" and being restored after load.
1382 {
1383
1384
1385 if (
m_EM &&
m_EM.GetRestorePlugState() )
1386 {
1387 int b1 =
m_EM.GetEnergySourceStorageIDb1();
1388 int b2 =
m_EM.GetEnergySourceStorageIDb2();
1389 int b3 =
m_EM.GetEnergySourceStorageIDb3();
1390 int b4 =
m_EM.GetEnergySourceStorageIDb4();
1391
1392
1393 EntityAI potential_energy_source =
g_Game.GetEntityByPersitentID(b1, b2, b3, b4);
1394
1395
1396
1397
1398
1399
1400 bool is_attachment = false;
1401
1402 if (potential_energy_source)
1404
1405 if ( !is_attachment && potential_energy_source )
1406 is_attachment = potential_energy_source.GetInventory().HasAttachment(this);
1407
1408 if ( potential_energy_source && potential_energy_source.GetCompEM() && !is_attachment )
1409 m_EM.PlugThisInto(potential_energy_source);
1410 }
1411 }
proto native GameInventory GetInventory()
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
ComponentEnergyManager m_EM
proto native bool HasAttachment(notnull EntityAI e)
brief Returns True if entity is attached to this