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Thanks so much for reading my TED talk. =)
{
"SlotName": "Dogtag",
"Items": [
{
"ClassName": "Dogtag_Bandit",
"Chance": 1.0,
"Quantity": {
"Min": 0.0,
"Max": 0.0
},
"Health": [
{
"Min": 1.0,
"Max": 1.0,
"Zone": ""
}
],
"InventoryAttachments": [],
"InventoryCargo": [],
"ConstructionPartsBuilt": [],
"Sets": []
}
]
},
since AIs are currently still considered “players,” they may also receive them (not verified).
override Dogtag_Base EquipDogtag(PlayerBase player)
{
Dogtag_Base tag;
if (!player.HasDogtag()) // check if the player has a tag already