1327 {
1328 super.EEItemAttached(item, slot_name);
1329
1332 Param1<PlayerBase> p = new Param1<PlayerBase>(this);
1333 item.SwitchItemSelectionTextureEx(EItemManipulationContext.ATTACHING, p);
1337
1339
1341 Clothing clothing = Clothing.Cast(item);
1342 if (clothing)
1343 {
1344 if (!
GetGame().IsDedicatedServer())
1345 {
1346 if (clothing.GetEffectWidgetTypes())
1347 {
1349 }
1350
1351 if (clothing.GetGlassesEffectID() > -1)
1352 {
1354 }
1355
1358 }
1359 else if (
GetGame().IsServer())
1360 {
1361 if (clothing.IsGasMask())
1362 {
1364 }
1365 }
1366
1367 clothing.UpdateNVGStatus(this,true);
1368 }
1369
1372 }
class GP5GasMask extends MaskBase ItemBase
void OnItemAttachedAtPlayer(EntityAI item, string slot_name)
override ScriptCallQueue GetCallQueue(int call_category)
AnalyticsManagerClient GetAnalyticsClient()
void UpdateShoulderProxyVisibility(EntityAI item, string slot_name)
override void SwitchItemSelectionTexture(EntityAI item, string slot_name)
void AdjustBandana(EntityAI item, string slot_name)
ModifiersManager GetModifiersManager()
void QueueAddEffectWidget(array< int > effects)
void UpdateCorpseStateVisual()
void AdjustShemag(EntityAI item, string slot_name)
void QueueAddGlassesEffect(int id)
void CalculateVisibilityForAI()
void HideHairSelections(ItemBase item, bool state)
QuickBarBase m_QuickBarBase
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()