Spawns character equip from received data. Checks validity against config, randomizes if invalid value and config array not empty.
499 {
500 int slot_ID;
501 string attachment_type;
502 for (
int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().
Count(); i++)
503 {
504 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
505 attachment_type = "";
507 {
508
509 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
510 {
511 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
512 }
513 else
514 continue;
515 }
516
517 if (attachment_type != "")
518 {
519 m_player.GetInventory().CreateAttachmentEx(attachment_type,slot_ID);
520 }
521 }
522
524 }
bool VerifyAttachmentType(int slot_ID, string attachment_type)
void StartingEquipSetup(PlayerBase player, bool clothesChosen)
can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter,...