checks specifically for att. exclusion conflicts before att. receive
4601 {
4603 bool hasInternalConflict = attachment.HasInternalExclusionConflicts(slotId);
4604 set<int> diff;
4605 InventoryLocation curLoc = new InventoryLocation();
4606 if (currentAtt)
4607 {
4608 diff = attachment.GetAttachmentExclusionMaskAll(slotId);
4609 diff.RemoveItems(currentAtt.GetAttachmentExclusionMaskAll(slotId));
4610 if (diff.Count() == 0)
4611 {
4612 return !hasInternalConflict;
4613 }
4614 else
4615 {
4617 }
4618 }
4620 {
4621 EntityAI rootOwner = attachment.GetHierarchyRoot();
4623 {
4624 diff = attachment.GetAttachmentExclusionMaskAll(slotId);
4625 diff.RemoveItems(attachment.GetAttachmentExclusionMaskAll(curLoc.
GetSlot()));
4626 if (diff.Count() == 0)
4627 {
4628 return !hasInternalConflict;
4629 }
4630 else
4631 {
4633 }
4634 }
4635 }
4637 }
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