Dayz Build 1.29.163047, Scripts Rev. 123548
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InventorySlots Class Reference

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)

Detailed Description

provides access to slot configuration

Examples
F:/Games/Dayz/scripts/3_game/systems/inventory/inventoryslots.c.

Definition at line 5 of file inventoryslots.c.

Constructor & Destructor Documentation

◆ InventorySlots()

void InventorySlots ( )
inlineprivate

◆ ~InventorySlots()

void ~InventorySlots ( )
inlineprivate

Member Function Documentation

◆ GetAutoAttachForSlotId()

proto native bool GetAutoAttachForSlotId ( int slot_Id)
staticprivate

◆ GetBoneNameForSlotId()

proto bool GetBoneNameForSlotId ( int slot_Id,
out string bone_name )
staticprivate

◆ GetSelectionForSlotId()

◆ GetShowForSlotId()

◆ GetSlotDisplayName()

◆ GetSlotIdFromString()

proto native int GetSlotIdFromString ( string slot_name)
staticprivate
Examples
F:/Games/Dayz/scripts/3_game/systems/inventory/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().

◆ GetSlotName()

◆ GetStackMaxForSlotId()

◆ IsSlotIdValid()

Field Documentation

◆ COUNT

const int COUNT
private

Amount of pre-populated slots (32).

Definition at line 15 of file inventoryslots.c.

◆ INVALID


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