1465 {
1466 super.EEItemAttached(item, slot_name);
1467
1470 Param1<PlayerBase> p = new Param1<PlayerBase>(this);
1471 item.SwitchItemSelectionTextureEx(EItemManipulationContext.ATTACHING, p);
1475
1477
1478 g_Game.GetAnalyticsClient().OnItemAttachedAtPlayer(item, slot_name);
1479 Clothing clothing = Clothing.Cast(item);
1480 if (clothing)
1481 {
1482 if (!
g_Game.IsDedicatedServer())
1483 {
1484 if (clothing.GetEffectWidgetTypes())
1485 {
1487 }
1488
1489 if (clothing.GetGlassesEffectID() > -1)
1490 {
1492 }
1493
1496 }
1497 else if (
g_Game.IsServer())
1498 {
1499 if (clothing.IsGasMask())
1500 {
1502 }
1503 }
1504
1505 clothing.UpdateNVGStatus(this,true);
1506 }
1507
1510 }
class GP5GasMask extends MaskBase ItemBase
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