DayZ 1.24
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HumanInventory Member List

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

AddEntityToInventory(notnull EntityAI item)GameInventoryinlineprivate
AddInventoryReservation(EntityAI item, InventoryLocation dst, int timeout_ms)GameInventoryprivatestatic
AddInventoryReservationEx(EntityAI item, InventoryLocation dst, int timeout_ms)GameInventoryinlineprivate
AttachmentCount()GameInventoryprivate
c_InventoryReservationTimeoutMSGameInventoryprivate
c_InventoryReservationTimeoutShortMSGameInventoryprivate
c_MaxItemDistanceRadiusGameInventoryprivate
CanAddAttachment(notnull EntityAI e)GameInventoryprivate
CanAddAttachmentEx(notnull EntityAI e, int slot)GameInventoryprivate
CanAddEntityInCargo(notnull EntityAI e, bool flip)GameInventoryprivate
CanAddEntityInCargoEx(notnull EntityAI e, int idx, int row, int col, bool flip)GameInventoryprivate
CanAddEntityInCargoExLoc(InventoryLocation loc)GameInventoryprivate
CanAddEntityInHands(EntityAI e)HumanInventoryprivate
CanAddEntityInto(notnull EntityAI item, FindInventoryLocationType flags=FindInventoryLocationType.ANY)GameInventoryinlineprivate
CanAddEntityIntoHands(notnull EntityAI item)GameInventoryinlineprivate
CanAddEntityIntoInventory(notnull EntityAI item)GameInventoryinlineprivate
CanAddEntityToInventory(notnull EntityAI item, int flag=FindInventoryLocationType.ANY)GameInventoryinlineprivate
CanAddSwappedEntity(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)GameInventoryprivate
CanForceSwapEntities(notnull EntityAI item1, InventoryLocation item1_dst, notnull EntityAI item2, out InventoryLocation item2_dst)GameInventoryprivatestatic
CanForceSwapEntitiesEx(notnull EntityAI item1, InventoryLocation item1_dst, notnull EntityAI item2, out InventoryLocation item2_dst)GameInventoryinlineprivatestatic
CanLockInventoryWithKey(notnull EntityAI key)GameInventoryprivate
CanOpenInventory()HumanInventoryprivate
CanRemoveAttachment(EntityAI attachment)GameInventoryprivate
CanRemoveAttachmentEx(EntityAI attachment, int slot)GameInventoryprivate
CanRemoveEntity()GameInventoryinlineprivate
CanRemoveEntityInCargo(notnull EntityAI e)GameInventoryprivate
CanRemoveEntityInCargoEx(notnull EntityAI e, int idx, int row, int col)GameInventoryprivate
CanRemoveEntityInHands()HumanInventoryprivate
CanSwapEntities(notnull EntityAI item1, notnull EntityAI item2)GameInventoryprivatestatic
CanSwapEntitiesEx(notnull EntityAI item1, notnull EntityAI item2)GameInventoryinlineprivatestatic
CanUnlockInventoryWithKey(notnull EntityAI key)GameInventoryprivate
CheckDropRequest(notnull Man requestingPlayer, notnull InventoryLocation src, float radius)GameInventoryprivatestatic
CheckManipulatedObjectsDistances(notnull EntityAI e0, notnull EntityAI e1, float radius)GameInventoryprivatestatic
CheckMoveToDstRequest(notnull Man requestingPlayer, notnull InventoryLocation src, notnull InventoryLocation dst, float radius)GameInventoryprivatestatic
CheckRequestSrc(notnull Man requestingPlayer, notnull InventoryLocation src, float radius)GameInventoryprivatestatic
CheckSwapItemsRequest(notnull Man requestingPlayer, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, float radius)GameInventoryprivatestatic
CheckTakeItemRequest(notnull Man requestingPlayer, notnull InventoryLocation src, notnull InventoryLocation dst, float radius)GameInventoryprivatestatic
ClearInventoryReservation(EntityAI item, InventoryLocation dst)GameInventoryprivatestatic
ClearInventoryReservationEx(EntityAI item, InventoryLocation dst)GameInventoryinlineprivate
ClearUserReservedLocation(notnull EntityAI eai)HumanInventoryprivate
ClearUserReservedLocationAtIndex(int index)HumanInventoryprivate
ClearUserReservedLocationAtIndexSynced(int index)HumanInventoryinlineprivate
ClearUserReservedLocationForContainer(notnull EntityAI eai)HumanInventoryprivate
ClearUserReservedLocationSynced(notnull EntityAI eai)HumanInventoryinlineprivate
CountInventory()GameInventoryprivate
CreateAttachment(string typeName)GameInventoryprivate
CreateAttachmentEx(string typeName, int slotId)GameInventoryprivate
CreateEntityInCargo(string typeName)GameInventoryprivate
CreateEntityInCargoEx(string typeName, int idx, int row, int col, bool flip)GameInventoryprivate
CreateInHands(string typeName)HumanInventoryprivate
CreateInInventory(string type)HumanInventoryinlineprivate
DropEntity(InventoryMode mode, EntityAI owner, notnull EntityAI item)HumanInventoryinlineprivate
DropEntityInBounds(InventoryMode mode, EntityAI owner, notnull EntityAI item, vector halfExtents, float angle, float cosAngle, float sinAngle)GameInventoryinlineprivate
DropEntityWithTransform(InventoryMode mode, EntityAI owner, notnull EntityAI item, vector transform[4])GameInventoryinlineprivate
EEDelete(EntityAI parent)GameInventoryinlineprivate
EEInit()GameInventoryinlineprivate
EnumerateInventory(InventoryTraversalType tt, out array< EntityAI > items)GameInventoryprivate
ExtendInventoryReservation(EntityAI item, InventoryLocation dst, int timeout_ms)GameInventoryprivatestatic
ExtendInventoryReservationEx(EntityAI item, InventoryLocation dst, int timeout_ms)GameInventoryinlineprivate
FindAttachment(int slot)GameInventoryprivate
FindAttachmentByName(string slotName)GameInventoryprivate
FindCollidingUserReservedLocationIndex(notnull EntityAI e, notnull InventoryLocation dst)HumanInventoryprivate
FindFirstFreeLocationForNewEntity(string item_type, FindInventoryLocationType flags, out notnull InventoryLocation loc)GameInventoryprivate
FindFirstUserReservedLocationIndexForContainer(notnull EntityAI e)HumanInventoryprivate
FindFreeLocationFor(notnull EntityAI item, FindInventoryLocationType flags, out notnull InventoryLocation loc)GameInventoryprivate
FindFreeLocationForEx(notnull EntityAI item, FindInventoryLocationType flags, notnull InventoryLocation exclude, out notnull InventoryLocation loc)GameInventoryprivate
FindFreeLocationsFor(notnull EntityAI item, FindInventoryLocationType flags, out notnull array< ref InventoryLocation > locs)GameInventoryprivate
FindPlaceholderForSlot(int slot)GameInventoryprivate
FindUserReservedLocationIndex(notnull EntityAI e)HumanInventoryprivate
FlipCargo()GameInventoryprivate
ForceSwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)HumanInventoryinlineprivate
GetAnyInventoryReservationCount()GameInventoryprivate
GetAttachmentFromIndex(int index)GameInventoryprivate
GetAttachmentSlotId(int index)GameInventoryprivate
GetAttachmentSlotsCount()GameInventoryprivate
GetCargo()GameInventoryprivate
GetCargoFromIndex(int index)GameInventoryprivate
GetCurrentAttachmentSlotInfo(out int slot_id, out string slot_name)GameInventoryinlineprivate
GetCurrentInventoryLocation(out notnull InventoryLocation loc)GameInventoryprivate
GetDebugFlag()HumanInventoryprivate
GetEntityInHands()HumanInventoryprivate
GetFlipCargo()GameInventoryprivate
GetInventoryCheckContext()GameInventoryinlineprivatestatic
GetInventoryOwner()GameInventoryprivate
GetInventoryReservationCount(EntityAI item, InventoryLocation dst)GameInventoryprivatestatic
GetManOwner()HumanInventoryinlineprivate
GetScriptLockCount()GameInventoryprivate
GetSlotId(int index)GameInventoryprivate
GetSlotIdCount()GameInventoryprivate
GetSlotLock(int slot)GameInventoryprivate
GetUserReservedLocation(int index, out notnull InventoryLocation dst)HumanInventoryprivate
GetUserReservedLocationCount()HumanInventoryprivate
HandEvent(InventoryMode mode, HandEventBase e)HumanInventoryinlineprivate
HandleInventoryManipulation()HumanInventoryprotected
HasAttachment(notnull EntityAI e)GameInventoryprivate
HasAttachmentEx(notnull EntityAI e, int slot)GameInventoryprivate
HasAttachmentSlot(int slotId)GameInventoryinlineprivate
HasEntityInCargo(notnull EntityAI e)GameInventoryprivate
HasEntityInCargoEx(notnull EntityAI e, int idx, int row, int col)GameInventoryprivate
HasEntityInHands(EntityAI e)HumanInventoryinlineprivate
HasEntityInInventory(notnull EntityAI item)GameInventoryprivate
HasInventoryReservation(EntityAI item, InventoryLocation dst)GameInventoryprivatestatic
HasInventoryReservationCanAdd(EntityAI item, InventoryLocation dst)GameInventoryprivatestatic
HasInventoryReservationEx(EntityAI item, InventoryLocation dst, FindInventoryReservationMode itemMode, FindInventoryReservationMode parentMode)GameInventoryprivatestatic
HasInventorySlot(int slotId)GameInventoryprivate
HasKeys()GameInventoryprivate
Init()GameInventoryinlineprivate
IsAttachment()GameInventoryinlineprivate
IsCargoInHiearchy()GameInventoryinlineprivate
IsInCargo()GameInventoryinlineprivate
IsInventoryLocked()GameInventoryprivate
IsInventoryLockedForLockType(int lockType)GameInventoryprivate
IsInventoryUnlocked()GameInventoryprivate
IsPlaceholderEntity(notnull Object e)GameInventoryprivate
LocalDestroyEntity(notnull EntityAI item)HumanInventoryinlineprivate
LocationAddEntity(notnull InventoryLocation inv_loc)GameInventoryprivatestatic
LocationCanAddEntity(notnull InventoryLocation inv_loc)GameInventoryprivatestatic
LocationCanAddEntityEx(notnull InventoryLocation inv_loc)GameInventoryinlineprivatestatic
LocationCanMoveEntity(notnull InventoryLocation src, notnull InventoryLocation dst)GameInventoryprivatestatic
LocationCanMoveEntitySyncCheck(notnull InventoryLocation src, notnull InventoryLocation dst)GameInventoryinlineprivatestatic
LocationCanRemoveEntity(notnull InventoryLocation inv_loc)GameInventoryprivatestatic
LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)GameInventoryprivatestatic
LocationCreateLocalEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)GameInventoryprivatestatic
LocationGetEntity(notnull InventoryLocation inv_loc)GameInventoryprivatestatic
LocationMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)GameInventoryprivatestatic
LocationRemoveEntity(notnull InventoryLocation inv_loc)GameInventoryprivatestatic
LocationSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)GameInventoryprivatestatic
LocationSyncMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)GameInventoryprivatestatic
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)GameInventoryprivatestatic
LockInventory(int lockType)GameInventoryprivate
LockInventoryWithKey(notnull EntityAI key)GameInventoryprivate
m_inventory_check_contextGameInventoryprivatestatic
m_syncClearUserReservationindexHumanInventoryprivate
MakeDstForSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, out InventoryLocation dst1, out InventoryLocation dst2)GameInventoryinlineprivatestatic
MakeSrcAndDstForForceSwap(notnull EntityAI item1, notnull EntityAI item2, out InventoryLocation src1, out InventoryLocation src2, out InventoryLocation dst1, notnull InventoryLocation dst2)GameInventoryinlineprivatestatic
MakeSrcAndDstForSwap(notnull EntityAI item1, notnull EntityAI item2, out InventoryLocation src1, out InventoryLocation src2, out InventoryLocation dst1, out InventoryLocation dst2)GameInventoryinlineprivatestatic
OnAfterStoreLoad()GameInventoryprivate
OnEntityInHandsCreated(InventoryLocation src)HumanInventoryinlineprivate
OnEntityInHandsDestroyed(InventoryLocation src)HumanInventoryinlineprivate
OnHandsEnteredStableState(HandStateBase src, HandStateBase dst)HumanInventoryprivate
OnHandsExitedStableState(HandStateBase src, HandStateBase dst)HumanInventoryprivate
OnHandsStateChanged(HandStateBase src, HandStateBase dst)HumanInventoryprivate
OnInputUserDataProcess(ParamsReadContext ctx)GameInventoryprivate
OnInventoryFailure(InventoryCommandType type, InventoryValidationReason reason, InventoryLocation src, InventoryLocation dst)GameInventoryprivate
OnInventoryJunctureFailureFromServer(ParamsReadContext ctx)GameInventoryprivate
OnInventoryJunctureFromServer(ParamsReadContext ctx)GameInventoryprivate
OnInventoryJunctureRepairFromServer(ParamsReadContext ctx)GameInventoryprivate
OnServerInventoryCommand(ParamsReadContext ctx)GameInventoryprivate
OnServerInventoryCommandStatic(ParamsReadContext ctx)GameInventoryinlineprivatestatic
OnStoreLoad(ParamsReadContext ctx, int version)GameInventoryinlineprivate
OnStoreSave(ParamsWriteContext ctx)GameInventoryprivate
PrepareDropEntityPos(EntityAI owner, notnull EntityAI item, out vector mat[4], bool useValuesInMatrix=false, int conflictCheckDepth=-1)GameInventoryprivatestatic
ProcessHandEvent(HandEventBase e)HumanInventoryprivate
RedirectToHandEvent(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)HumanInventoryinlineprivate
ReplaceItemElsewhereWithNewInHands(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)HumanInventoryinlineprivate
ReplaceItemInElsewhereWithNewinHandsImpl(InventoryMode mode, HandEventBase e)HumanInventoryinlineprotected
ReplaceItemInHandsWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)HumanInventoryinlineprotected
ReplaceItemInHandsWithNewElsewhere(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)HumanInventoryinlineprotected
ReplaceItemInHandsWithNewImpl(InventoryMode mode, HandEventBase e)HumanInventoryinlineprotected
ReplaceItemWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)HumanInventoryinlineprivate
ResetFlipCargo()GameInventoryprivate
ServerHandEvent(notnull Man player, notnull EntityAI item, ParamsWriteContext ctx)GameInventoryprivatestatic
ServerLocationMoveEntity(notnull EntityAI item, ParamsWriteContext ctx)GameInventoryprivatestatic
ServerLocationSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, ParamsWriteContext ctx)GameInventoryprivatestatic
ServerLocationSyncMoveEntity(Man player, notnull EntityAI item, ParamsWriteContext ctx)GameInventoryprivatestatic
SetFlipCargo(bool flip)GameInventoryprivate
SetGroundPosByOwner(EntityAI owner, notnull EntityAI item, out InventoryLocation ground)GameInventoryinlineprivatestatic
SetGroundPosByOwnerBounds(EntityAI owner, notnull EntityAI item, out InventoryLocation ground, vector halfExtents, float angle, float cosAngle, float sinAngle)GameInventoryinlineprivatestatic
SetGroundPosByTransform(EntityAI owner, notnull EntityAI item, out InventoryLocation ground, vector transform[4])GameInventoryinlineprivatestatic
SetSlotLock(int slot, bool locked)GameInventoryprivate
SetUserReservedLocation(notnull EntityAI eai, notnull InventoryLocation dst)HumanInventoryprivate
SwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)HumanInventoryinlineprivate
SwappingToPreviousLocation(EntityAI item1, EntityAI item2, out InventoryLocation dst)HumanInventoryinlineprotected
TakeEntityAsAttachment(InventoryMode mode, notnull EntityAI item)GameInventoryinlineprivate
TakeEntityAsAttachmentEx(InventoryMode mode, notnull EntityAI item, int slot)HumanInventoryinlineprivate
TakeEntityAsTargetAttachment(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)GameInventoryinlineprivate
TakeEntityAsTargetAttachmentEx(InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)GameInventoryinlineprivate
TakeEntityToCargo(InventoryMode mode, notnull EntityAI item)GameInventoryinlineprivate
TakeEntityToCargoEx(InventoryMode mode, notnull EntityAI item, int idx, int row, int col)HumanInventoryinlineprivate
TakeEntityToInventory(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)HumanInventoryinlineprivate
TakeEntityToTargetCargo(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)GameInventoryinlineprivate
TakeEntityToTargetCargoEx(InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)GameInventoryinlineprivate
TakeEntityToTargetInventory(InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)GameInventoryinlineprivate
TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)HumanInventoryinlineprivate
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)GameInventoryprivate
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)GameInventoryprivate
TestAddEntityInHands(EntityAI e, bool do_resevation_check, bool do_item_check, bool do_lock_check, bool do_occupancy_test, bool do_script_check)HumanInventoryprivate
TestDropEntityPos(EntityAI owner, notnull EntityAI item, out vector mat[4], bool useValuesInMatrix=false, int conflictCheckDepth=-1)GameInventoryprivatestatic
ThrowEntity(EntityAI item, vector dir, float force)HumanInventoryinlineprivate
UnlockInventory(int lockType)GameInventoryprivate
UnlockInventoryWithKey(notnull EntityAI key)GameInventoryprivate
Update(float delta_time)HumanInventoryinlineprotected
ValidateUserReservationCancel(inout Serializer ctx, InventoryValidation validation)HumanInventoryinlineprotected