Gets flag from what is effectively an owner.
4529 {
4530 if (values && values.Count() != 0)
4531 {
4532 InventoryLocation lcn = new InventoryLocation();
4535 set<int> passThis;
4537 {
4538 if (parent && parent != this)
4539 {
4540 return parent.IsExclusionFlagPresentRecursive(passThis,lcn.
GetSlot());
4541 }
4542 }
4544 }
4545
4546 return false;
4547 }
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