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Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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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) |
| static proto native owned string | GetSlotName (int id) |
| static proto native owned string | GetSlotDisplayName (int id) |
| static proto native bool | IsSlotIdValid (int slotId) |
| 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.
Referenced by PlayerContainer::PlayerContainer(), ActionFillCoolant::ActionCondition(), ActionDetachFromTarget_SpecificSlot_MetalSheets(), BaseBuildingBase::AnimateFlagEx(), AttachItem(), Attachments::AttachmentAdded(), HandsContainer::AttachmentAdded(), ClosableContainer::AttachmentAddedEx(), Attachments::AttachmentRemoved(), ClosableContainer::AttachmentRemoved(), HandsContainer::AttachmentRemoved(), BaseBuildingBase::CanDisplayAttachmentSlot(), Entity::CanDisplayAttachmentSlot(), Inventory_Base::CanPutAsAttachment(), ItemSuppressor::CanPutAsAttachment(), SuppressorBase::CanPutAsAttachment(), ToolBase::CanPutAsAttachment(), ImprovisedExplosive::CanReceiveAttachment(), MyBotTrigger::CheckTrigger(), Car::CheckVitalItem(), AttachmentsOutOfReach::CreateAttachmentPosition(), Clothing::CreateHeadtorchLight(), Barrel_ColorBase::DetermineAction(), CraftTorch::Do(), Entity::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(), PowerGeneratorStatic::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(), InventoryItemSoundDetach::LoadSoundEvents(), 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(), ItemBase::RefreshAttachements(), 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().
Referenced by ActionLockAttachment::ActionCondition(), ActionRepairCarPart::ActionCondition(), InventoryItemSuper::CanDetachAttachment(), BaseBuildingBase::CanDisplayAttachmentSlot(), FireplaceBase::CanDisplayAttachmentSlot(), ImprovisedExplosive::CanDisplayAttachmentSlot(), Plastic_Explosive::CanDisplayAttachmentSlot(), BaseBuildingBase::CanReceiveAttachment(), Debug(), BleedingSourcesManagerBase::DisplayDebug(), Edible_Base::EEItemLocationChanged(), BaseBuildingBase::GateAttachmentConditions(), GameInventory::GetCurrentAttachmentSlotInfo(), GetPlayerAttachmentIndex(), AttachmentsOutOfReach::IsAttachmentReachable(), MoveAttachmentDown(), MoveAttachmentUp(), ActionFoldEntityToSlot::OnExecuteServer(), OnItemAttached(), OnItemDetached(), ItemBase::OnSetSlotLock(), Edible_Base::OnWasAttached(), Edible_Base::OnWasDetached(), AttachmentCategoriesRow::RefreshSlot(), ClosableContainer::SetEntity(), HandsContainer::ShowAtt(), PlayerSpawnHandler::SpawnDiscreteSlotItemSet(), ItemBase::UpdateAttachmentSlot(), and EntityLightSource::UpdateMode().
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private |
Amount of pre-populated slots (32).
Definition at line 15 of file inventoryslots.c.
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private |
Invalid slot (-1).
Definition at line 17 of file inventoryslots.c.
Referenced by ActionAttachOnSelection::ActionCondition(), ActionDetachFromTarget::ActionCondition(), ActionRefuelTorch::ActionCondition(), ActionDetachFromTarget_SpecificSlot_MetalSheets(), VehicleBattery::CanPutAsAttachment(), Entity::CheckExclusionAccessPropagation(), InventoryItem::ClearStartItemSoundServer(), Entity::FindAttachmentBySlotName(), ActionAttachOnSelection::FindSlotIdToAttachOrCombine(), ActionDetachFromTarget::FindSlotIdToDetach(), ActionDetachFromTarget_SpecificSlotsCategory::FindSlotIdToDetach(), GameInventory::GetCurrentAttachmentSlotInfo(), ActionDetachFromTarget::GetDisplayInteractObject(), BotStateBase::GetNextSlot(), GetSlotAttachSoundSet(), GetSlotDetachSoundSet(), Entity::InitInherentSlotExclusionMap(), InventoryItemSoundDetach::LoadSoundEvents(), ActionAttachOnSelection::SetupAction(), ActionDetachFromTarget::SetupAction(), and InventoryItem::StartItemSoundServer().