◆ CanSetAttachment()
proto external bool AttachmentSlotComponent.CanSetAttachment |
( |
IEntity |
attachmentEntity | ) |
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Is entity compatible to be attached to this slot?
◆ GetAttachedEntity()
proto external IEntity AttachmentSlotComponent.GetAttachedEntity |
( |
| ) |
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◆ GetAttachmentSlotType()
◆ IsObstructing()
proto external bool AttachmentSlotComponent.IsObstructing |
( |
| ) |
|
Does this slot obstruct others? This is for example relevant if an optic slot obstructs the weapons iron sights (either built-in or attached).
Example: PSO-1 scope on AK pattern rifles, or the P90 tri-rail are not obstructed by mounting an optic, while most M4-type rifles are.
◆ SetAttachment()
proto external void AttachmentSlotComponent.SetAttachment |
( |
IEntity |
attachmentEntity | ) |
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◆ ShouldSetAttachment()
bool AttachmentSlotComponent.ShouldSetAttachment |
( |
IEntity |
attachmentEntity | ) |
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◆ ShouldSetResource()
bool AttachmentSlotComponent.ShouldSetResource |
( |
Resource |
resource | ) |
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◆ ShouldShowInInspection()
proto external bool AttachmentSlotComponent.ShouldShowInInspection |
( |
| ) |
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Is this slot should show during inspection.
The documentation for this interface was generated from the following file:
- Game/generated/Weapon/AttachmentSlotComponent.c