Spawns character equip from received data. Checks validity against config, randomizes if invalid value and config array not empty.
512 {
513 int slot_ID;
514 string attachment_type;
515 for (
int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().
Count(); i++)
516 {
517 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
518 attachment_type = "";
520 {
521
522 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
523 {
524 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
525 }
526 else
527 continue;
528 }
529
530 if (attachment_type != "")
531 {
532 m_player.GetInventory().CreateAttachmentEx(attachment_type,slot_ID);
533 }
534 }
535
537 }
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,...