Spawns character equip from received data. Checks validity against config, randomizes if invalid value and config array not empty.
453 {
454 int slot_ID;
455 string attachment_type;
456 for (
int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().
Count(); i++)
457 {
458 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
459 attachment_type = "";
461 {
462
463 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
464 {
465 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
466 }
467 else
468 continue;
469 }
470
471 if (attachment_type != "")
472 {
473 m_player.GetInventory().CreateAttachmentEx(attachment_type,slot_ID);
474 }
475 }
476
478 }
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,...