DayZ 1.24
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provides access to slot configuration More...
C++ constants | |
@NOTE: engine pre-populates this class with first 32 slots from CfgSlots (uppercased) Constants filled in from C++ | |
const int | COUNT |
Amount of pre-populated slots (32) | |
const int | INVALID |
Invalid slot (-1) | |
void | InventorySlots () |
void | ~InventorySlots () |
static proto native int | GetSlotIdFromString (string slot_name) |
converts string to slot_id | |
static proto native owned string | GetSlotName (int id) |
converts slot_id to string | |
static proto native owned string | GetSlotDisplayName (int id) |
converts slot_id to string | |
static proto native bool | IsSlotIdValid (int slotId) |
verifies existence of the slot id | |
static proto native int | GetStackMaxForSlotId (int slot_Id) |
static proto native bool | GetShowForSlotId (int slot_Id) |
static proto native bool | GetAutoAttachForSlotId (int slot_Id) |
static proto bool | GetBoneNameForSlotId (int slot_Id, out string bone_name) |
static proto bool | GetSelectionForSlotId (int slot_Id, out string selection) |
provides access to slot configuration
Definition at line 5 of file InventorySlots.c.
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inlineprivate |
Definition at line 24 of file InventorySlots.c.
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inlineprivate |
Definition at line 25 of file InventorySlots.c.
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staticprivate |
[in] | slot_id | queried slot |
[in] | slot_id | queried slot |
[out] | bone_name | selection filled with attribute from corresponding entry |
[in] | slot_id | queried slot |
[out] | selection | selection filled with attribute from corresponding entry |
Referenced by CanReceiveAttachment(), CanReleaseAttachment(), and BaseBuildingBase::CheckSlotVerticalDistance().
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staticprivate |
[in] | slot_id | queried slot |
Referenced by Entity::CanDisplayAttachmentSlot(), and Entity::CanDisplayAttachmentSlot().
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staticprivate |
converts slot_id to string
[in] | slot_id | slot id to be find. |
Referenced by Attachments::AttachmentAdded(), AttachmentCategoriesRow::Init(), Attachments::InitAttachmentGrid(), ZombieContainer::InitGhostSlots(), and PlayerContainer::PlayerContainer().
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staticprivate |
converts string to slot_id
[in] | slot_name | slot name to be find. |
Referenced by ActionFillCoolant::ActionCondition(), ActionDetachFromTarget_SpecificSlot_MetalSheets(), BaseBuildingBase::AnimateFlagEx(), AttachItem(), Attachments::AttachmentAdded(), HandsContainer::AttachmentAdded(), ClosableContainer::AttachmentAddedEx(), Attachments::AttachmentRemoved(), HandsContainer::AttachmentRemoved(), ClosableContainer::AttachmentRemoved(), BaseBuildingBase::CanDisplayAttachmentSlot(), Entity::CanDisplayAttachmentSlot(), ImprovisedExplosive::CanReceiveAttachment(), MyBotTrigger::CheckTrigger(), AttachmentsOutOfReach::CreateAttachmentPosition(), Clothing::CreateHeadtorchLight(), Barrel_ColorBase::DetermineAction(), RecipeBase::Do(), Entity::EEItemAttached(), ItemBase::EEItemAttached(), Entity::EEItemDetached(), Entity::FindAttachmentBySlotName(), ActionAttachOnSelection::FindSlotIdToAttachOrCombine(), ActionDetachFromTarget::FindSlotIdToDetach(), ActionDetachFromTarget_SpecificSlotsCategory::FindSlotIdToDetach(), ConstructionActionData::GetAttachmentsFromSelection(), ConstructionActionData::GetAttachmentSlotFromSelection(), ManBase::GetItemOnSlot(), HasCookingStand(), ImprovisedExplosive::HasLockedTriggerSlots(), Plastic_Explosive::HasLockedTriggerSlots(), ItemBase::HasSparkplug(), AttachmentCategoriesRow::Init(), Attachments::InitAttachmentGrid(), Switchable_Base::InitAttachmentsSlotsToCheck(), ZombieContainer::InitGhostSlots(), ItemBase::InitializeSlots(), AttachmentsOutOfReach::IsAttachmentReachable(), ItemBase::IsAttachmentSlotLocked(), PlayerContainer::ItemAttached(), ZombieContainer::ItemAttached(), PlayerContainer::ItemDetached(), ZombieContainer::ItemDetached(), LoadPlayerAttachmentIndexes(), ImprovisedExplosive::LockExplosivesSlots(), LockOvenAttachments(), ImprovisedExplosive::LockTriggerSlots(), Plastic_Explosive::LockTriggerSlots(), MoveAttachmentDown(), MoveAttachmentUp(), OnAttachmentRuined(), BotStateBase::OnEntry(), OnEntry(), AnalyticsManagerClient::OnItemAttachedAtPlayer(), PlayerSoundEventBase::OnPlay(), ManBase::OnPlayerLoaded(), ImprovisedExplosive::OnStoreLoad(), Plastic_Explosive::OnStoreLoad(), OnUpdate(), Plastic_Explosive::OnVariablesSynchronized(), PlayerContainer::PlayerContainer(), ItemBase::RefreshAttachements(), ItemBase::SetCanCatch(), SetHandsMaterial(), SetOvenState(), PlayerContainer::SetPlayer(), SetPlayerLifespanLevel(), SetStoneCircleState(), UIPropertyAttachment::Show(), TranslateAndValidateSlot(), BaseBuildingBase::TranslateSlotFromSelection(), ImprovisedExplosive::UnlockExplosivesSlots(), ImprovisedExplosive::UnlockTriggerSlots(), Plastic_Explosive::UnlockTriggerSlots(), ManBase::UpdateCorpseStateVisual(), Attachments::UpdateInterval(), ItemBase::UpdateNVGStatus(), and ReplaceItemWithNewLambda::VerifyItemTypeBySlotType().
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staticprivate |
converts slot_id to string
[in] | slot_id | slot id to be find. |
Referenced by ActionLockAttachment::ActionCondition(), ActionCondition(), InventoryItemSuper::CanDetachAttachment(), ImprovisedExplosive::CanDisplayAttachmentSlot(), Plastic_Explosive::CanDisplayAttachmentSlot(), BaseBuildingBase::CanDisplayAttachmentSlot(), FireplaceBase::CanDisplayAttachmentSlot(), BaseBuildingBase::CanReceiveAttachment(), BleedingSourcesManagerBase::DisplayDebug(), Edible_Base::EEItemLocationChanged(), BaseBuildingBase::GateAttachmentConditions(), GameInventory::GetCurrentAttachmentSlotInfo(), GetPlayerAttachmentIndex(), AttachmentsOutOfReach::IsAttachmentReachable(), MoveAttachmentDown(), MoveAttachmentUp(), ActionFoldEntityToSlot::OnExecuteServer(), ItemBase::OnSetSlotLock(), InventoryItem::OnWasAttached(), AttachmentCategoriesRow::RefreshSlot(), ClosableContainer::SetEntity(), HandsContainer::ShowAtt(), PlayerSpawnHandler::SpawnDiscreteSlotItemSet(), ItemBase::UpdateAttachmentSlot(), and EntityLightSource::UpdateMode().
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[in] | slot_id | queried slot |
Referenced by AttachmentCategoriesRow::CanCombine(), SlotsIcon::ClearRemainSelected(), AttachmentCategoriesRow::Combine(), AttachmentCategoriesRow::DraggingOverHeader(), InventoryItem::GetQuantityMax(), InventoryItem::GetTargetQuantityMax(), and AttachmentCategoriesRow::Select().
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verifies existence of the slot id
Referenced by InventoryItem::SplitIntoStackMax(), and TranslateAndValidateSlot().
Amount of pre-populated slots (32)
Definition at line 15 of file InventorySlots.c.
Invalid slot (-1)
Definition at line 17 of file InventorySlots.c.
Referenced by ActionRefuelTorch::ActionCondition(), ActionDetachFromTarget::ActionCondition(), ActionAttachOnSelection::ActionCondition(), ActionDetachFromTarget_SpecificSlot_MetalSheets(), VehicleBattery::CanPutAsAttachment(), Entity::CheckExclusionAccessPropagation(), Entity::FindAttachmentBySlotName(), ActionAttachOnSelection::FindSlotIdToAttachOrCombine(), ActionDetachFromTarget::FindSlotIdToDetach(), ActionDetachFromTarget_SpecificSlotsCategory::FindSlotIdToDetach(), GameInventory::GetCurrentAttachmentSlotInfo(), ActionDetachFromTarget::GetDisplayInteractObject(), BotStateBase::GetNextSlot(), Entity::InitInherentSlotExclusionMap(), ActionDetachFromTarget::SetupAction(), and ActionAttachOnSelection::SetupAction().