4 const int SLOTS_ARRAY = 9;
6 string slot_names[SLOTS_ARRAY] = {
"weaponBayonetAK",
"weaponBayonet",
"weaponBayonetMosin",
"weaponBayonetSKS",
"weaponMuzzleMosin",
"weaponMuzzleMP5" };
11 bool cond_state =
true;
12 if (!super.CanPutAsAttachment(parent))
15 for (
int i = 0; i < SLOTS_ARRAY ; i++ )
17 if (parent.IsSlotReserved(
InventorySlots.GetSlotIdFromString(slot_names[i])))
23 if ( parent.FindAttachmentBySlotName(slot_names[i]) != NULL )
30 if ( cond_state && !parent.IsKindOf(
"PlateCarrierHolster") && !parent.IsKindOf(
"PlateCarrierComplete") && !parent.IsKindOf(
"CarrierHolsterSolo") && !parent.IsKindOf(
"ChestHolster") )
provides access to slot configuration
override bool CanPutAsAttachment(EntityAI parent)