checks specifically for att. exclusion conflicts before att. receive
4723 {
4725 bool hasInternalConflict = attachment.HasInternalExclusionConflicts(slotId);
4726 set<int> diff;
4727 InventoryLocation curLoc = new InventoryLocation();
4728 if (currentAtt)
4729 {
4730 diff = attachment.GetAttachmentExclusionMaskAll(slotId);
4731 diff.RemoveItems(currentAtt.GetAttachmentExclusionMaskAll(slotId));
4732 if (diff.Count() == 0)
4733 {
4734 return !hasInternalConflict;
4735 }
4736 else
4737 {
4739 }
4740 }
4742 {
4743 EntityAI rootOwner = attachment.GetHierarchyRoot();
4745 {
4746 diff = attachment.GetAttachmentExclusionMaskAll(slotId);
4747 diff.RemoveItems(attachment.GetAttachmentExclusionMaskAll(curLoc.
GetSlot()));
4748 if (diff.Count() == 0)
4749 {
4750 return !hasInternalConflict;
4751 }
4752 else
4753 {
4755 }
4756 }
4757 }
4759 }
InventoryLocationType
types of Inventory Location
proto native GameInventory GetInventory()
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
proto native EntityAI GetHierarchyRoot()
Returns root of current hierarchy (for example: if this entity is in Backpack on gnd,...
bool IsExclusionFlagPresentRecursive(set< int > values, int targetSlot)
Gets flag from what is effectively an owner.
proto native EntityAI FindAttachment(int slot)
Returns attached entity in slot (you can use InventorySlots.GetSlotIdFromString(name) to get slot id)
proto native int GetSlot()
returns slot id if current type is Attachment
proto native int GetType()
returns type of InventoryLocation