could spawn other items recursively. Parent item is guaranteed here.
См. определение в файле CfgPlayerSpawnHandler.c строка 201
202 {
203 if (!data.complexChildrenTypes || data.complexChildrenTypes.Count() < 1)
204 {
205 return false;
206 }
207
208 foreach (PlayerSpawnPresetComplexChildrenType cct : data.complexChildrenTypes)
209 {
211 {
212 Debug.Log(
"Empty item type found in 'complexChildrenTypes' of parent : " + parent,
"n/a",
"n/a",
"SpawnSimpleChildrenItems");
213 continue;
214 }
215
218
219 if (item)
220 {
222 }
223 else
224 {
225 Weapon_Base wep;
227 Debug.Log(
"FAILED spawning item: " + cct.
itemType +
" of parent: " + parent,
"n/a",
"n/a",
"SpawnComplexChildrenItems");
228 }
229 }
230
231 return true;
232 }
class GP5GasMask extends MaskBase ItemBase
static void HandleNewItem(notnull ItemBase item, PlayerSpawnPresetItemSetBase data)
static bool IsWeaponAndMagazineType(EntityAI parent, string type)
Used for exceptions in the system.
static EntityAI CreateChildItem(EntityAI parent, string type)
static const string Empty
Перекрестные ссылки Class::CastTo(), PlayerSpawnPresetItemSetBase::complexChildrenTypes, CreateChildItem(), string::Empty, HandleNewItem(), IsWeaponAndMagazineType(), PlayerSpawnPresetComplexChildrenType::itemType и Debug::Log().
Используется в HandleNewItem() и SpawnDiscreteCargoItemSet().