could spawn other items recursively. Parent item is guaranteed here.
См. определение в файле CfgPlayerSpawnHandler.c строка 190
191 {
192 if (!data.complexChildrenTypes || data.complexChildrenTypes.Count() < 1)
193 {
194 return false;
195 }
196
197 foreach (PlayerSpawnPresetComplexChildrenType cct : data.complexChildrenTypes)
198 {
200 {
201 Debug.Log(
"Empty item type found in 'complexChildrenTypes' of parent : " + parent,
"n/a",
"n/a",
"SpawnSimpleChildrenItems");
202 continue;
203 }
204
207
208 if (item)
209 {
211 }
212 else
213 {
214 Weapon_Base wep;
216 Debug.Log(
"FAILED spawning item: " + cct.
itemType +
" of parent: " + parent,
"n/a",
"n/a",
"SpawnComplexChildrenItems");
217 }
218 }
219
220 return true;
221 }
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().