DayZ 1.26
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Класс InventorySlots

provides access to slot configuration Подробнее...

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)
 

Подробное описание

provides access to slot configuration

Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Конструктор(ы)

◆ InventorySlots()

◆ ~InventorySlots()

Методы

◆ GetAutoAttachForSlotId()

GetAutoAttachForSlotId ( int slot_Id)
staticprivate
Аргументы
[in]slot_idqueried slot
Возвращает
auto attach attribute from corresponding entry (or default value == 1)
Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

◆ GetBoneNameForSlotId()

GetBoneNameForSlotId ( int slot_Id,
out string bone_name )
staticprivate
Аргументы
[in]slot_idqueried slot
[out]bone_nameselection filled with attribute from corresponding entry
Возвращает
true if slot valid
Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

◆ GetSelectionForSlotId()

GetSelectionForSlotId ( int slot_Id,
out string selection )
staticprivate
Аргументы
[in]slot_idqueried slot
[out]selectionselection filled with attribute from corresponding entry
Возвращает
true if slot valid
Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Используется в CanReceiveAttachment(), CanReleaseAttachment() и BaseBuildingBase::CheckSlotVerticalDistance().

◆ GetShowForSlotId()

GetShowForSlotId ( int slot_Id)
staticprivate
Аргументы
[in]slot_idqueried slot
Возвращает
show attribute from corresponding entry (or default value == true)
Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Используется в Entity::CanDisplayAttachmentSlot() и Entity::CanDisplayAttachmentSlot().

◆ GetSlotDisplayName()

GetSlotDisplayName ( int id)
staticprivate

converts slot_id to string

Аргументы
[in]slot_idslot id to be find.
Возвращает
string or null string
Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Используется в Attachments::AttachmentAdded(), AttachmentCategoriesRow::Init(), Attachments::InitAttachmentGrid(), ZombieContainer::InitGhostSlots() и PlayerContainer::PlayerContainer().

◆ GetSlotIdFromString()

GetSlotIdFromString ( string slot_name)
staticprivate

converts string to slot_id

Аргументы
[in]slot_nameslot name to be find.
Возвращает
slot id or InventorySlots.INVALID
Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Используется в 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(), CraftTorch::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(), PowerGeneratorStatic::HasSparkplug(), 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(), SetHandsMaterial(), SetOvenState(), PlayerContainer::SetPlayer(), SetPlayerLifespanLevel(), SetStoneCircleState(), UIPropertyAttachment::Show(), TranslateAndValidateSlot(), BaseBuildingBase::TranslateSlotFromSelection(), ImprovisedExplosive::UnlockExplosivesSlots(), ImprovisedExplosive::UnlockTriggerSlots(), Plastic_Explosive::UnlockTriggerSlots(), ManBase::UpdateCorpseStateVisual(), Attachments::UpdateInterval(), ItemBase::UpdateNVGStatus() и ReplaceItemWithNewLambda::VerifyItemTypeBySlotType().

◆ GetSlotName()

◆ GetStackMaxForSlotId()

GetStackMaxForSlotId ( int slot_Id)
staticprivate
Аргументы
[in]slot_idqueried slot
Возвращает
stackMax attribute from corresponding entry (or default value == 1)
Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Используется в AttachmentCategoriesRow::CanCombine(), SlotsIcon::ClearRemainSelected(), AttachmentCategoriesRow::Combine(), AttachmentCategoriesRow::DraggingOverHeader(), InventoryItem::GetTargetQuantityMax() и AttachmentCategoriesRow::Select().

◆ IsSlotIdValid()

IsSlotIdValid ( int slotId)
staticprivate

verifies existence of the slot id

Возвращает
true if slot valid
Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

Используется в InventoryItem::SplitIntoStackMax(), InventoryItem::SplitIntoStackMaxEx() и TranslateAndValidateSlot().

Поля

◆ COUNT

const int COUNT
private

Amount of pre-populated slots (32)

Примеры
D:/Ishodniki/scripts/3_Game/Systems/Inventory/InventorySlots.c.

◆ INVALID


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