DayZ 1.30
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◆ GetValidDepenentPartsArray()

array< string > Rebuilding::GetValidDepenentPartsArray ( string part_name,
array< string > recurs = null )
inlineprotected

См. определение в файле Rebuilding.c строка 758

759 {
760 string name = "";
761 array<string> dependentParts = new array<string>();
762
763 ConstructionPartRebuild rebPart;
765 {
766 if (Class.CastTo(rebPart, part))
767 {
768 name = rebPart.GetPartName();
769 array<string> reqPartsArray = rebPart.GetRequiredParts();
770 if (reqPartsArray && reqPartsArray.Find(part_name) > -1)
771 {
772 if (!recurs || (recurs.Find(name) == -1))
773 dependentParts.Insert(name);
774 }
775
776 TConstructionPartVariantArray tmpArr = rebPart.GetRequiredPartsVariants();
777 if (tmpArr)
778 {
779 foreach (array<string> variantGroup : tmpArr)
780 {
781 foreach (string partName : variantGroup)
782 {
783 if (partName == part_name) //part_name needed
784 dependentParts.Insert(name);
785 }
786 }
787 }
788
789 if (!PartHasAnySupportFulfilled(name) && dependentParts.Find(name) == -1)
790 {
791 dependentParts.Insert(name);
792 }
793 }
794 }
795
796 return dependentParts;
797 }
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
ref array< ConstructionPart > m_BuiltConstructionPartArray
Определения ConstructionBase.c:44
void ConstructionPart(string name, string part_name, string main_part_name, int id, bool is_built, bool is_base, bool is_gate, array< string > required_parts)
Определения ConstructionPart.c:531
bool PartHasAnySupportFulfilled(string part_name)
Определения Rebuilding.c:624

Перекрестные ссылки Class::CastTo(), m_BuiltConstructionPartArray, name и PartHasAnySupportFulfilled().