Called upon object creation.
906 {
908 if (inventory)
909 {
914 {
916 if ( attachment )
917 {
918 GameInventory attachmentInventory = attachment.GetInventory();
919 if ( attachmentInventory.
GetCargo() )
920 {
922 }
923
925 {
927 }
928 }
929 }
930 }
931
933
936
938 if (constructionComponent)
939 {
942 }
943 }
void EEInitConstruction()
ref array< EntityAI > m_AttachmentsWithCargo
ref array< EntityAI > m_AttachmentsWithAttachments
proto native GameInventory GetInventory()
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
void MaxLifetimeRefreshCalc()
Calculates if the max lifetime is higher than refresher frequency (i.e. gets kept alive by refresher)
bool CanHaveTemperature()
returns true used on selected items that have a temperature effect and can processes temperature chan...
ConstructionBasic GetConstructionBasic()
Construction itself is defined on module 4. Workaround. Don't forget to cast!
proto native int GetAttachmentSlotsCount()
proto native EntityAI GetAttachmentFromIndex(int index)
proto native CargoBase GetCargo()
cargo
proto native int AttachmentCount()
Returns count of attachments attached to this item.