9314 {
9316 return;
9317
9318 int slot_id;
9319 string slot_name;
9320 string str
9321 int idx = 0;
9322 int i;
9323 int count;
9324 GameInventory itemInventory = item.GetInventory();
9326
9327 if (item.HidesSelectionBySlot())
9328 {
9330 for (i = 0; i < count; ++i)
9331 {
9332 if (itemInventory.
GetSlotId(i) == slot_id)
9333 {
9334 str = item.GetHeadHidingSelection().Get(i);
9336 if (idx != -1)
9338 #ifdef DEVELOPER
9339 else
9340 Debug.Log(
"No valid selection '" + str +
"' found on head of " +
GetType() +
". Verify the p3d, model config, and the 'HAIR_HIDING_SELECTIONS' macro in basicDefines.");
9341 #endif
9342 }
9343 }
9344 }
9345 else
9346 {
9347 count = item.GetHeadHidingSelection().Count();
9348 for (i = 0; i < count; i++)
9349 {
9350 str = item.GetHeadHidingSelection().Get(i);
9352 if (idx != -1)
9354 #ifdef DEVELOPER
9355 else
9356 Debug.Log(
"No valid selection '" + str +
"' found on head of " +
GetType() +
". Verify the p3d, model config, and the 'HAIR_HIDING_SELECTIONS' macro in basicDefines.");
9357 #endif
9358 }
9359 }
9361 }
eBleedingSourceType GetType()
proto native int GetSlotId(int index)
attachments
bool GetCurrentAttachmentSlotInfo(out int slot_id, out string slot_name)
Returns true if the item is currently attached and outputs attachment slot id and name.
proto native int GetSlotIdCount()
void UpdateHairSelectionVisibility(bool was_debug=false)
void SetHairLevelToHide(int level, bool state, bool was_debug=false)
Dynamic hair hiding.
Head_Default m_CharactersHead