13 {
14 string cfg_access = "CfgHorticulture";
15 int cfg_horticulture_count =
g_Game.ConfigGetChildrenCount( cfg_access );
16
17 for ( int i = 0; i < cfg_horticulture_count; i++ )
18 {
19 string cfg_class_name = "";
20 g_Game.ConfigGetChildName( cfg_access, i, cfg_class_name );
21 string cfg_class_access = cfg_access + " " + cfg_class_name;
22
23 int cfg_class_count =
g_Game.ConfigGetChildrenCount( cfg_class_access );
24
25 for ( int j = 0; j < cfg_class_count; j++ )
26 {
27 string cfg_subclass_name = "";
28 g_Game.ConfigGetChildName( cfg_class_access, j, cfg_subclass_name );
29 string cfg_subclass_access = cfg_class_access + " " + cfg_subclass_name;
30
31 int cfg_subclass_count =
g_Game.ConfigGetChildrenCount( cfg_subclass_access );
32
33 PlantMaterialHealth plantMaterialHealth = NULL;
34
35 if ( cfg_class_name == "Plants" )
36 {
37 plantMaterialHealth = new PlantMaterialHealth;
39 }
40
41 for ( int k = 0; k < cfg_subclass_count; k++ )
42 {
43 string cfg_variable_name = "";
44 g_Game.ConfigGetChildName( cfg_subclass_access, k, cfg_variable_name );
45 string cfg_variable_access = cfg_subclass_access + " " + cfg_variable_name;
46
47 if ( cfg_class_name == "Plants" )
48 {
49 string string_param = "";
50 g_Game.ConfigGetText( cfg_variable_access, string_param );
51
52 if ( cfg_variable_name == "infestedTex" )
53 {
55 }
56 else if ( cfg_variable_name == "infestedMat" )
57 {
59 }
60 else if ( cfg_variable_name == "healthyTex" )
61 {
63 }
64 else if ( cfg_variable_name == "healthyMat" )
65 {
67 }
68 }
69 }
70 }
71 }
72 }
ref map< string, ref PlantMaterialHealth > m_PlantMaterials