1220 {
1224 m_ActiveIndex = 0;
1225 if( entity.GetSlotsCountCorrect() > 0 )
1226 {
1227 m_Atts =
new Attachments(
this, entity );
1228 m_Atts.InitAttachmentGrid( 1 );
1233 }
1234 else
1235 {
1237 }
1238
1239 if( entity.GetInventory().GetCargo() )
1240 {
1246 }
1247
1249 {
1251 {
1253 if( item )
1255 }
1256 }
1257
1259 {
1262 {
1264 }
1266 {
1268 }
1269 }
1270
1272
1273 RecomputeOpenedContainers();
1276 }
void CargoContainer(LayoutHolder parent, bool is_attachment=false)
proto native GameInventory GetInventory()
ScriptInvoker GetOnItemAttached()
ScriptInvoker GetOnItemDetached()
proto native bool IsInventoryLockedForLockType(int lockType)
proto native EntityAI FindAttachment(int slot)
Returns attached entity in slot (you can use InventorySlots.GetSlotIdFromString(name) to get slot id)
void AttachmentRemoved(EntityAI item, string slot, EntityAI parent)
ref HandsHeader m_CollapsibleHeader
void AttachmentAdded(EntityAI item, string slot, EntityAI parent)
ref CargoContainer m_CargoGrid
override void Insert(LayoutHolder container, int pos=-1, bool immedUpdate=true)
ref array< int > m_AttachmentSlotsSorted
proto bool Insert(func fn, int flags=EScriptInvokerInsertFlags.IMMEDIATE)
insert method to list