checks specifically for att. exclusion conflicts before att. receive
4596 {
4598 bool hasInternalConflict = attachment.HasInternalExclusionConflicts(slotId);
4599 set<int> diff;
4600 InventoryLocation curLoc = new InventoryLocation();
4601 if (currentAtt)
4602 {
4603 diff = attachment.GetAttachmentExclusionMaskAll(slotId);
4604 diff.RemoveItems(currentAtt.GetAttachmentExclusionMaskAll(slotId));
4605 if (diff.Count() == 0)
4606 {
4607 return !hasInternalConflict;
4608 }
4609 else
4610 {
4612 }
4613 }
4615 {
4616 EntityAI rootOwner = attachment.GetHierarchyRoot();
4618 {
4619 diff = attachment.GetAttachmentExclusionMaskAll(slotId);
4620 diff.RemoveItems(attachment.GetAttachmentExclusionMaskAll(curLoc.
GetSlot()));
4621 if (diff.Count() == 0)
4622 {
4623 return !hasInternalConflict;
4624 }
4625 else
4626 {
4628 }
4629 }
4630 }
4632 }
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