8962 {
8964 return;
8965
8966 int slot_id;
8967 string slot_name;
8968 string str
8969 int idx = 0;
8970 int i;
8971 int count;
8972 GameInventory itemInventory = item.GetInventory();
8974
8975 if (item.HidesSelectionBySlot())
8976 {
8978 for (i = 0; i < count; ++i)
8979 {
8980 if (itemInventory.
GetSlotId(i) == slot_id)
8981 {
8982 str = item.GetHeadHidingSelection().Get(i);
8984 if (idx != -1)
8986 #ifdef DEVELOPER
8987 else
8988 Debug.Log(
"No valid selection '" + str +
"' found on head of " +
GetType() +
". Verify the p3d, model config, and the 'HAIR_HIDING_SELECTIONS' macro in basicDefines.");
8989 #endif
8990 }
8991 }
8992 }
8993 else
8994 {
8995 count = item.GetHeadHidingSelection().Count();
8996 for (i = 0; i < count; i++)
8997 {
8998 str = item.GetHeadHidingSelection().Get(i);
9000 if (idx != -1)
9002 #ifdef DEVELOPER
9003 else
9004 Debug.Log(
"No valid selection '" + str +
"' found on head of " +
GetType() +
". Verify the p3d, model config, and the 'HAIR_HIDING_SELECTIONS' macro in basicDefines.");
9005 #endif
9006 }
9007 }
9009 }
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