33 m_Player.SetMasterAttenuation(
"BurlapSackAttenuation");
36 GetGame().GetMission().HideInventory();
43 if (!
super.CanPutInCargo(parent))
46 if (parent && parent !=
this)
59 if (
player.IsControlledPlayer())
62 player.SetInventorySoftLock(
false);
63 player.SetMasterAttenuation(
"");
const int ECE_PLACE_ON_SURFACE
InventoryLocationType
types of Inventory Location
Super root of all classes in Enforce script.
void OnRemovedFromHead(PlayerBase player)
override void OnWasAttached(EntityAI parent, int slot_id)
set< int > GetAttachmentExclusionInitSlotValue(int slotId)
override bool CanDetachAttachment(EntityAI parent)
override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
override bool CanPutInCargo(EntityAI parent)
provides access to slot configuration
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.