/// <summary>
 /// This function is currently ineffective, but may be later extended to quickly set a validator
 /// on equipments to narrow them down to a set of ranges beyond just blacklisting.
 /// </summary>
 /// <param name="pickup">Takes a PickupIndex that's a valid equipment.</param>
 /// <returns>True if the given PickupIndex validates, otherwise false.</returns>
 private static bool EquipmentShared(EquipmentIndex pickup)
 {
     if (pickup == EquipmentIndex.None)
     {
         return(true);
     }
     return(IsEquipment(pickup) && !Blacklist.HasEquipment(pickup));
 }
 public static void RemoveAllUnBlacklistedEquipment()
 {
     foreach (var player in PlayerCharacterMasterController.instances.Select(p => p.master)
              .Where(p => p.inventory))
     {
         if (!Blacklist.HasEquipment(player.inventory.currentEquipmentIndex))
         {
             player.inventory.SetEquipmentIndex(EquipmentIndex.None);
         }
     }
 }