78 {
79 bool weapon_present;
80 bool melee_present;
81 bool backpack_present;
82 HumanInventory inventory;
83
84 if (
GetDayZGame().GetGameState() != DayZGameState.IN_GAME )
85 {
86 return;
87 }
88
89 Man player =
g_Game.GetPlayer();
90 if (!player)
91 {
92 return;
93 }
94
95 inventory = player.GetHumanInventory();
96
97 if ( player && inventory )
98 {
100 {
101 int slot_id = InventorySlots.GetSlotIdFromString(
m_FullGear[i]);
103
104 if ( !att_item )
105 {
106
107 continue;
108 }
109
110
111 if (att_item.IsWeapon())
112 weapon_present = true;
113
114 else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Melee")))
115 melee_present = true;
116
117 else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Back")))
118 backpack_present = true;
119
120 }
121
122
124 if ( att_item )
125 {
126
127 if (att_item.IsWeapon())
128 weapon_present = true;
129
130 else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Melee")) )
131 melee_present = true;
132
133 else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Back")))
134 backpack_present = true;
135 }
136
137 if (weapon_present && melee_present && backpack_present)
138 {
139
140 Achievements.OnEquippedFullGear();
141 }
142 }
143 }
static string m_FullGear[GEAR_COUNT]
static const int GEAR_COUNT
proto native EntityAI FindAttachment(int slot)
Returns attached entity in slot (you can use InventorySlots.GetSlotIdFromString(name) to get slot id)
proto native EntityAI GetEntityInHands()