Called upon object creation.
896 {
898 {
903 {
905 if ( attachment )
906 {
907 if ( attachment.GetInventory().GetCargo() )
908 {
910 }
911
912 if ( attachment.GetInventory().GetAttachmentSlotsCount() > 0 )
913 {
915 }
916 }
917 }
918 }
919
921
924 }
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...
proto native EntityAI GetAttachmentFromIndex(int index)
proto native int AttachmentCount()
Returns count of attachments attached to this item.
proto native CGame GetGame()