Gets flag from what is effectively an owner.
4524 {
4525 if (values && values.Count() != 0)
4526 {
4527 InventoryLocation lcn = new InventoryLocation();
4530 set<int> passThis;
4532 {
4533 if (parent && parent != this)
4534 {
4535 return parent.IsExclusionFlagPresentRecursive(passThis,lcn.
GetSlot());
4536 }
4537 }
4539 }
4540
4541 return false;
4542 }
proto native EntityAI GetHierarchyParent()
Returns direct parent of current entity.
proto native GameInventory GetInventory()
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
bool CheckExclusionAccessCondition(int occupiedSlot, int targetSlot, set< int > value, inout set< int > adjustedValue)
bool IsExclusionFlagPresent(set< int > values)
checks 'this' if the incoming flag is present for the current state (slot behavior and others)
proto native bool GetCurrentInventoryLocation(out notnull InventoryLocation loc)
returns information about current item location
proto native int GetSlot()
returns slot id if current type is Attachment