61 _player.m_Hud.RefreshQuickbar(
true);
122 _player.m_Hud.RefreshQuickbar(
true);
132 _player.m_Hud.RefreshQuickbar(
true);
138 entity.GetInventory().GetCurrentInventoryLocation(
loc);
141 return (
entity &&
entity.GetHierarchyRootPlayer() ==
_player && parent.CanAssignAttachmentsToQuickbar() &&
entity.CanAssignToQuickbar());
246 _player.m_Hud.RefreshQuickbar(
true);
266 _player.m_Hud.RefreshQuickbar(
true);
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
void _RemoveEntity(int index)
void QuickBarBase(PlayerBase player)
void OnSetEntityRequest(ParamsReadContext ctx)
Reaction on SetEntityShortcut from client.
class QuickBarItem m_aQuickbarEnts[MAX_QUICKBAR_SLOTS_COUNT]
EntityAI GetEntity(int index)
void _SetEntity(EntityAI entity, int index, bool force=false)
void OnSetEntityRPC(ParamsReadContext ctx)
Reaction on Rpc from server for set inicial state for quickbar.
void _SetEntityShortcut(EntityAI entity, int index, bool force=false)
void SetEntityShortcut(EntityAI entity, int index, bool force=false)
void OnSetEntityNoSync(EntityAI entity, int index, bool force=false)
const int MAX_QUICKBAR_SLOTS_COUNT
void CancelContinuousUse(int index)
bool CanAddAsShortcut(EntityAI entity)
void SetShotcutEnable(int index, bool value)
void UpdateShotcutVisibility(int index)
int FindEntityIndex(EntityAI entity)
static void SendQuickbarSetShortcut(DayZPlayer pPlayer, EntityAI item, int index, bool force=false)
Serialization general interface. Serializer API works with:
proto native CGame GetGame()
static proto float Min(float x, float y)
Returns smaller of two given values.