DayZ 1.24
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GameInventory Member List

This is the complete list of members for GameInventory, including all inherited members.

AddEntityToInventory(notnull EntityAI item)GameInventoryinlineprotected
AddInventoryReservation(EntityAI item, InventoryLocation dst, int timeout_ms)GameInventoryprotectedstatic
AddInventoryReservationEx(EntityAI item, InventoryLocation dst, int timeout_ms)GameInventoryinlineprotected
AttachmentCount()GameInventoryprotected
c_InventoryReservationTimeoutMSGameInventoryprotected
c_InventoryReservationTimeoutShortMSGameInventoryprotected
c_MaxItemDistanceRadiusGameInventoryprotected
CanAddAttachment(notnull EntityAI e)GameInventoryprotected
CanAddAttachmentEx(notnull EntityAI e, int slot)GameInventoryprotected
CanAddEntityInCargo(notnull EntityAI e, bool flip)GameInventoryprotected
CanAddEntityInCargoEx(notnull EntityAI e, int idx, int row, int col, bool flip)GameInventoryprotected
CanAddEntityInCargoExLoc(InventoryLocation loc)GameInventoryprotected
CanAddEntityInto(notnull EntityAI item, FindInventoryLocationType flags=FindInventoryLocationType.ANY)GameInventoryinlineprotected
CanAddEntityIntoHands(notnull EntityAI item)GameInventoryinlineprotected
CanAddEntityIntoInventory(notnull EntityAI item)GameInventoryinlineprotected
CanAddEntityToInventory(notnull EntityAI item, int flag=FindInventoryLocationType.ANY)GameInventoryinlineprotected
CanAddSwappedEntity(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)GameInventoryprotected
CanForceSwapEntities(notnull EntityAI item1, InventoryLocation item1_dst, notnull EntityAI item2, out InventoryLocation item2_dst)GameInventoryprotectedstatic
CanForceSwapEntitiesEx(notnull EntityAI item1, InventoryLocation item1_dst, notnull EntityAI item2, out InventoryLocation item2_dst)GameInventoryinlineprotectedstatic
CanLockInventoryWithKey(notnull EntityAI key)GameInventoryprotected
CanRemoveAttachment(EntityAI attachment)GameInventoryprotected
CanRemoveAttachmentEx(EntityAI attachment, int slot)GameInventoryprotected
CanRemoveEntity()GameInventoryinlineprotected
CanRemoveEntityInCargo(notnull EntityAI e)GameInventoryprotected
CanRemoveEntityInCargoEx(notnull EntityAI e, int idx, int row, int col)GameInventoryprotected
CanSwapEntities(notnull EntityAI item1, notnull EntityAI item2)GameInventoryprotectedstatic
CanSwapEntitiesEx(notnull EntityAI item1, notnull EntityAI item2)GameInventoryinlineprotectedstatic
CanUnlockInventoryWithKey(notnull EntityAI key)GameInventoryprotected
CheckDropRequest(notnull Man requestingPlayer, notnull InventoryLocation src, float radius)GameInventoryprotectedstatic
CheckManipulatedObjectsDistances(notnull EntityAI e0, notnull EntityAI e1, float radius)GameInventoryprotectedstatic
CheckMoveToDstRequest(notnull Man requestingPlayer, notnull InventoryLocation src, notnull InventoryLocation dst, float radius)GameInventoryprotectedstatic
CheckRequestSrc(notnull Man requestingPlayer, notnull InventoryLocation src, float radius)GameInventoryprotectedstatic
CheckSwapItemsRequest(notnull Man requestingPlayer, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, float radius)GameInventoryprotectedstatic
CheckTakeItemRequest(notnull Man requestingPlayer, notnull InventoryLocation src, notnull InventoryLocation dst, float radius)GameInventoryprotectedstatic
ClearInventoryReservation(EntityAI item, InventoryLocation dst)GameInventoryprotectedstatic
ClearInventoryReservationEx(EntityAI item, InventoryLocation dst)GameInventoryinlineprotected
CountInventory()GameInventoryprotected
CreateAttachment(string typeName)GameInventoryprotected
CreateAttachmentEx(string typeName, int slotId)GameInventoryprotected
CreateEntityInCargo(string typeName)GameInventoryprotected
CreateEntityInCargoEx(string typeName, int idx, int row, int col, bool flip)GameInventoryprotected
CreateInInventory(string type)GameInventoryinlineprotected
DropEntity(InventoryMode mode, EntityAI owner, notnull EntityAI item)GameInventoryinlineprotected
DropEntityInBounds(InventoryMode mode, EntityAI owner, notnull EntityAI item, vector halfExtents, float angle, float cosAngle, float sinAngle)GameInventoryinlineprotected
DropEntityWithTransform(InventoryMode mode, EntityAI owner, notnull EntityAI item, vector transform[4])GameInventoryinlineprotected
EEDelete(EntityAI parent)GameInventoryinlineprotected
EEInit()GameInventoryinlineprotected
EnumerateInventory(InventoryTraversalType tt, out array< EntityAI > items)GameInventoryprotected
ExtendInventoryReservation(EntityAI item, InventoryLocation dst, int timeout_ms)GameInventoryprotectedstatic
ExtendInventoryReservationEx(EntityAI item, InventoryLocation dst, int timeout_ms)GameInventoryinlineprotected
FindAttachment(int slot)GameInventoryprotected
FindAttachmentByName(string slotName)GameInventoryprotected
FindFirstFreeLocationForNewEntity(string item_type, FindInventoryLocationType flags, out notnull InventoryLocation loc)GameInventoryprotected
FindFreeLocationFor(notnull EntityAI item, FindInventoryLocationType flags, out notnull InventoryLocation loc)GameInventoryprotected
FindFreeLocationForEx(notnull EntityAI item, FindInventoryLocationType flags, notnull InventoryLocation exclude, out notnull InventoryLocation loc)GameInventoryprotected
FindFreeLocationsFor(notnull EntityAI item, FindInventoryLocationType flags, out notnull array< ref InventoryLocation > locs)GameInventoryprotected
FindPlaceholderForSlot(int slot)GameInventoryprotected
FlipCargo()GameInventoryprotected
ForceSwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)GameInventoryinlineprotected
GetAnyInventoryReservationCount()GameInventoryprotected
GetAttachmentFromIndex(int index)GameInventoryprotected
GetAttachmentSlotId(int index)GameInventoryprotected
GetAttachmentSlotsCount()GameInventoryprotected
GetCargo()GameInventoryprotected
GetCargoFromIndex(int index)GameInventoryprotected
GetCurrentAttachmentSlotInfo(out int slot_id, out string slot_name)GameInventoryinlineprotected
GetCurrentInventoryLocation(out notnull InventoryLocation loc)GameInventoryprotected
GetFlipCargo()GameInventoryprotected
GetInventoryCheckContext()GameInventoryinlineprotectedstatic
GetInventoryOwner()GameInventoryprotected
GetInventoryReservationCount(EntityAI item, InventoryLocation dst)GameInventoryprotectedstatic
GetScriptLockCount()GameInventoryprotected
GetSlotId(int index)GameInventoryprotected
GetSlotIdCount()GameInventoryprotected
GetSlotLock(int slot)GameInventoryprotected
HasAttachment(notnull EntityAI e)GameInventoryprotected
HasAttachmentEx(notnull EntityAI e, int slot)GameInventoryprotected
HasAttachmentSlot(int slotId)GameInventoryinlineprotected
HasEntityInCargo(notnull EntityAI e)GameInventoryprotected
HasEntityInCargoEx(notnull EntityAI e, int idx, int row, int col)GameInventoryprotected
HasEntityInInventory(notnull EntityAI item)GameInventoryprotected
HasInventoryReservation(EntityAI item, InventoryLocation dst)GameInventoryprotectedstatic
HasInventoryReservationCanAdd(EntityAI item, InventoryLocation dst)GameInventoryprotectedstatic
HasInventoryReservationEx(EntityAI item, InventoryLocation dst, FindInventoryReservationMode itemMode, FindInventoryReservationMode parentMode)GameInventoryprotectedstatic
HasInventorySlot(int slotId)GameInventoryprotected
HasKeys()GameInventoryprotected
Init()GameInventoryinlineprotected
IsAttachment()GameInventoryinlineprotected
IsCargoInHiearchy()GameInventoryinlineprotected
IsInCargo()GameInventoryinlineprotected
IsInventoryLocked()GameInventoryprotected
IsInventoryLockedForLockType(int lockType)GameInventoryprotected
IsInventoryUnlocked()GameInventoryprotected
IsPlaceholderEntity(notnull Object e)GameInventoryprotected
LocalDestroyEntity(notnull EntityAI item)GameInventoryinlineprotected
LocationAddEntity(notnull InventoryLocation inv_loc)GameInventoryprotectedstatic
LocationCanAddEntity(notnull InventoryLocation inv_loc)GameInventoryprotectedstatic
LocationCanAddEntityEx(notnull InventoryLocation inv_loc)GameInventoryinlineprotectedstatic
LocationCanMoveEntity(notnull InventoryLocation src, notnull InventoryLocation dst)GameInventoryprotectedstatic
LocationCanMoveEntitySyncCheck(notnull InventoryLocation src, notnull InventoryLocation dst)GameInventoryinlineprotectedstatic
LocationCanRemoveEntity(notnull InventoryLocation inv_loc)GameInventoryprotectedstatic
LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)GameInventoryprotectedstatic
LocationCreateLocalEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)GameInventoryprotectedstatic
LocationGetEntity(notnull InventoryLocation inv_loc)GameInventoryprotectedstatic
LocationMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)GameInventoryprotectedstatic
LocationRemoveEntity(notnull InventoryLocation inv_loc)GameInventoryprotectedstatic
LocationSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)GameInventoryprotectedstatic
LocationSyncMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)GameInventoryprotectedstatic
LocationTestAddEntity(notnull InventoryLocation inv_loc, bool do_resevation_check, bool do_item_check, bool do_lock_check, bool do_occupancy_test, bool do_script_check, bool do_script_load_check)GameInventoryprotectedstatic
LockInventory(int lockType)GameInventoryprotected
LockInventoryWithKey(notnull EntityAI key)GameInventoryprotected
m_inventory_check_contextGameInventoryprotectedstatic
MakeDstForSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, out InventoryLocation dst1, out InventoryLocation dst2)GameInventoryinlineprotectedstatic
MakeSrcAndDstForForceSwap(notnull EntityAI item1, notnull EntityAI item2, out InventoryLocation src1, out InventoryLocation src2, out InventoryLocation dst1, notnull InventoryLocation dst2)GameInventoryinlineprotectedstatic
MakeSrcAndDstForSwap(notnull EntityAI item1, notnull EntityAI item2, out InventoryLocation src1, out InventoryLocation src2, out InventoryLocation dst1, out InventoryLocation dst2)GameInventoryinlineprotectedstatic
OnAfterStoreLoad()GameInventoryprotected
OnInputUserDataProcess(ParamsReadContext ctx)GameInventoryprotected
OnInventoryFailure(InventoryCommandType type, InventoryValidationReason reason, InventoryLocation src, InventoryLocation dst)GameInventoryprotected
OnInventoryJunctureFailureFromServer(ParamsReadContext ctx)GameInventoryprotected
OnInventoryJunctureFromServer(ParamsReadContext ctx)GameInventoryprotected
OnInventoryJunctureRepairFromServer(ParamsReadContext ctx)GameInventoryprotected
OnServerInventoryCommand(ParamsReadContext ctx)GameInventoryprotected
OnServerInventoryCommandStatic(ParamsReadContext ctx)GameInventoryinlineprotectedstatic
OnStoreLoad(ParamsReadContext ctx, int version)GameInventoryinlineprotected
OnStoreSave(ParamsWriteContext ctx)GameInventoryprotected
PrepareDropEntityPos(EntityAI owner, notnull EntityAI item, out vector mat[4], bool useValuesInMatrix=false, int conflictCheckDepth=-1)GameInventoryprotectedstatic
ReplaceItemWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)GameInventoryinlineprotected
ResetFlipCargo()GameInventoryprotected
ServerHandEvent(notnull Man player, notnull EntityAI item, ParamsWriteContext ctx)GameInventoryprotectedstatic
ServerLocationMoveEntity(notnull EntityAI item, ParamsWriteContext ctx)GameInventoryprotectedstatic
ServerLocationSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, ParamsWriteContext ctx)GameInventoryprotectedstatic
ServerLocationSyncMoveEntity(Man player, notnull EntityAI item, ParamsWriteContext ctx)GameInventoryprotectedstatic
SetFlipCargo(bool flip)GameInventoryprotected
SetGroundPosByOwner(EntityAI owner, notnull EntityAI item, out InventoryLocation ground)GameInventoryinlineprotectedstatic
SetGroundPosByOwnerBounds(EntityAI owner, notnull EntityAI item, out InventoryLocation ground, vector halfExtents, float angle, float cosAngle, float sinAngle)GameInventoryinlineprotectedstatic
SetGroundPosByTransform(EntityAI owner, notnull EntityAI item, out InventoryLocation ground, vector transform[4])GameInventoryinlineprotectedstatic
SetSlotLock(int slot, bool locked)GameInventoryprotected
SwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)GameInventoryinlineprotected
TakeEntityAsAttachment(InventoryMode mode, notnull EntityAI item)GameInventoryinlineprotected
TakeEntityAsAttachmentEx(InventoryMode mode, notnull EntityAI item, int slot)GameInventoryinlineprotected
TakeEntityAsTargetAttachment(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)GameInventoryinlineprotected
TakeEntityAsTargetAttachmentEx(InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)GameInventoryinlineprotected
TakeEntityToCargo(InventoryMode mode, notnull EntityAI item)GameInventoryinlineprotected
TakeEntityToCargoEx(InventoryMode mode, notnull EntityAI item, int idx, int row, int col)GameInventoryinlineprotected
TakeEntityToInventory(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)GameInventoryinlineprotected
TakeEntityToTargetCargo(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)GameInventoryinlineprotected
TakeEntityToTargetCargoEx(InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)GameInventoryinlineprotected
TakeEntityToTargetInventory(InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)GameInventoryinlineprotected
TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)GameInventoryinlineprotected
TestAddEntityInCargoEx(notnull EntityAI e, int idx, int row, int col, bool flip, bool do_resevation_check, bool do_item_check, bool do_lock_check, bool do_occupancy_test, bool do_script_check, bool do_script_load_check)GameInventoryprotected
TestAddEntityInCargoExLoc(notnull InventoryLocation loc, bool do_resevation_check, bool do_item_check, bool do_lock_check, bool do_occupancy_test, bool do_script_check, bool do_script_load_check)GameInventoryprotected
TestDropEntityPos(EntityAI owner, notnull EntityAI item, out vector mat[4], bool useValuesInMatrix=false, int conflictCheckDepth=-1)GameInventoryprotectedstatic
UnlockInventory(int lockType)GameInventoryprotected
UnlockInventoryWithKey(notnull EntityAI key)GameInventoryprotected