CanAddItemToInventory
Tracking Issue: #114
Tags: loadoutslots
This DLC hook can be used to override the game's default behavior when it comes to whether a particular unit should be able to equip a particular item into a particular inventory slot.
Using this hook can be complicated, and since it runs every time any unit attempts to equip any item, it must be handled with extreme care to avoid unintentional changes to inventory item restrictions, and to reduce the performance impact as much as possible.
(1) To disallow equipping an item that normally can be equipped,
set bCanAddItem = 0;
provide a localized DisabledReason
and return CheckGameState != none;
(2) To allow equipping an item that normally cannot be equipped, do the following:
DisabledReason = "";
if (CheckGameState != none && UnitState.GetItemInSlot(Slot, CheckGameState) == none)
{
bCanAddItem = 1;
}
`return CheckGameState != none;
The GetItemInSlot() == none
check is critically important for non-multi-item slots, it is necessary
to make sure the unit does not end up equipping an item into a slot that already has another item in it.
(3) If you do not wish to override game's default behavior in this instance, return CheckGameState == none;
Example use:
static function bool CanAddItemToInventory_CH_Improved(out int bCanAddItem, const EInventorySlot Slot, const X2ItemTemplate ItemTemplate, int Quantity, XComGameState_Unit UnitState, optional XComGameState CheckGameState, optional out string DisabledReason, optional XComGameState_Item ItemState)
{
local X2ArmorTemplate ArmorTemplate;
local X2WeaponTemplate WeaponTemplate;
local bool OverrideNormalBehavior;
local bool DoNotOverrideNormalBehavior;
// Prepare return values to make it easier for us to read the code.
OverrideNormalBehavior = CheckGameState != none;
DoNotOverrideNormalBehavior = CheckGameState == none;
if (Slot == eInvSlot_Armor)
{
ArmorTemplate = X2ArmorTemplate(ItemTemplate);
if (ArmorTemplate != none && ArmorTemplate.ArmorCat == 'CyborgArmor' && !UnitState.HasSoldierAbility('CyborgUnlockAbility'))
{
// If the unit does not have the Cyborg Ability, disallow equipping Cyborg Armor.
DisabledReason = mStr_CyborgOnly;
bCanAddItem = 0;
return OverrideNormalBehavior;
}
}
else if (Slot == eInvSlot_PrimaryWeapon)
{
WeaponTemplate = X2WeaponTemplate(ItemTemplate);
if (WeaponTemplate != none && WeaponTemplate.WeaponCat == 'sparkrifle' && UnitState.HasSoldierAbility('CyborgUnlockAbility'))
{
// If the unit has Cyborg Ability, allow equipping SPARK Weapons.
DisabledReason = "";
if (CheckGameState != none && UnitState.GetItemInSlot(Slot, CheckGameState) == none)
{
bCanAddItem = 1;
}
return OverrideNormalBehavior;
}
}
return DoNotOverrideNormalBehavior;
}