DayZ 1.24
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InventorySlots Class Reference

provides access to slot configuration More...

Collaboration diagram for InventorySlots:
[legend]

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)
 

Detailed Description

provides access to slot configuration

Examples
P:/extracted/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Definition at line 5 of file InventorySlots.c.

Constructor & Destructor Documentation

◆ InventorySlots()

void InventorySlots::InventorySlots ( )
inlineprivate

◆ ~InventorySlots()

void InventorySlots::~InventorySlots ( )
inlineprivate

Member Function Documentation

◆ GetAutoAttachForSlotId()

InventorySlots::GetAutoAttachForSlotId ( int slot_Id)
staticprivate
Parameters
[in]slot_idqueried slot
Returns
auto attach attribute from corresponding entry (or default value == 1)
Examples
P:/extracted/scripts/3_Game/Systems/Inventory/InventorySlots.c.

◆ GetBoneNameForSlotId()

InventorySlots::GetBoneNameForSlotId ( int slot_Id,
out string bone_name )
staticprivate
Parameters
[in]slot_idqueried slot
[out]bone_nameselection filled with attribute from corresponding entry
Returns
true if slot valid
Examples
P:/extracted/scripts/3_Game/Systems/Inventory/InventorySlots.c.

◆ GetSelectionForSlotId()

InventorySlots::GetSelectionForSlotId ( int slot_Id,
out string selection )
staticprivate
Parameters
[in]slot_idqueried slot
[out]selectionselection filled with attribute from corresponding entry
Returns
true if slot valid
Examples
P:/extracted/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Referenced by CanReceiveAttachment(), CanReleaseAttachment(), and BaseBuildingBase::CheckSlotVerticalDistance().

◆ GetShowForSlotId()

InventorySlots::GetShowForSlotId ( int slot_Id)
staticprivate
Parameters
[in]slot_idqueried slot
Returns
show attribute from corresponding entry (or default value == true)
Examples
P:/extracted/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Referenced by Entity::CanDisplayAttachmentSlot(), and Entity::CanDisplayAttachmentSlot().

◆ GetSlotDisplayName()

InventorySlots::GetSlotDisplayName ( int id)
staticprivate

◆ GetSlotIdFromString()

InventorySlots::GetSlotIdFromString ( string slot_name)
staticprivate

converts string to slot_id

Parameters
[in]slot_nameslot name to be find.
Returns
slot id or InventorySlots.INVALID
Examples
P:/extracted/scripts/3_Game/Systems/Inventory/InventorySlots.c.

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().

◆ GetSlotName()

◆ GetStackMaxForSlotId()

InventorySlots::GetStackMaxForSlotId ( int slot_Id)
staticprivate

◆ IsSlotIdValid()

InventorySlots::IsSlotIdValid ( int slotId)
staticprivate

verifies existence of the slot id

Returns
true if slot valid
Examples
P:/extracted/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Referenced by InventoryItem::SplitIntoStackMax(), and TranslateAndValidateSlot().

Member Data Documentation

◆ COUNT

const int InventorySlots::COUNT
private

Amount of pre-populated slots (32)

Examples
P:/extracted/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Definition at line 15 of file InventorySlots.c.

◆ INVALID


The documentation for this class was generated from the following file: