Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_CharacterInventoryStorageComponent Interface Reference
Inheritance diagram for SCR_CharacterInventoryStorageComponent:
[legend]

Public Member Functions

float GetMaxLoad ()
 
BaseInventoryStorageComponent GetWeaponStorage ()
 
InventoryItemComponent GetItemFromLoadoutSlot (LoadoutAreaType eSlot)
 
BaseInventoryStorageComponent GetStorageFromLoadoutSlot (LoadoutAreaType eSlot)
 
void GetStorages (out notnull array< SCR_UniversalInventoryStorageComponent > storagesInInventory)
 
void GetBlockedSlots (out notnull array< TypeName > blockedSlots)
 
SCR_UniversalInventoryStorageComponent GetStorageComponentFromEntity (IEntity pEntity)
 
void SetLootStorage (IEntity pOwner)
 
BaseInventoryStorageComponent GetLootStorage ()
 
bool GetIsStorageShown (notnull BaseInventoryStorageComponent pStorage)
 
void SetStorageAsShown (notnull BaseInventoryStorageComponent pStorage)
 
void SetStorageAsHidden (notnull BaseInventoryStorageComponent pStorage)
 
bool ItemBelongsToSlot (int iItemType, int iSlotIndex)
 
int GetLastQuickSlotId (IEntity ent)
 
bool IsInDefaultQuickSlot (notnull IEntity item)
 
int StoreItemToQuickSlot (notnull IEntity pItem, int iSlotIndex=-1, bool isForced=false)
 
void InsertContainerIntoQuickslot (SCR_QuickslotBaseContainer container, int slotIndex)
 
int RemoveItemFromQuickSlot (IEntity pItem)
 
void RemoveItemFromQuickSlotAtIndex (int index)
 
array< ref SCR_QuickslotBaseContainerGetQuickSlotItems ()
 
array< IEntity > GetQuickSlotEntitiesOnly ()
 gets all entities in quickslots, and nulls in arrays for non-entity or empty slots
 
IEntity GetItemFromQuickSlot (int index)
 
SCR_QuickslotBaseContainer GetContainerFromQuickslot (int index)
 
IEntity GetCurrentItem ()
 
IEntity GetSelectedItem ()
 
void UnequipCurrentItem ()
 Unequip currently held item. Not allowed while switching to another item.
 
void DropCurrentItem ()
 Drop currently held item. Not allowed while switching to another item.
 
bool IsAreaBlocked (TypeName areaType)
 
void HandleOnItemAddedToInventory (IEntity item, BaseInventoryStorageComponent storageOwner)
 
void HandleOnItemRemovedFromInventory (IEntity item, BaseInventoryStorageComponent storageOwner)
 
bool CanEquipItem_Inventory (notnull IEntity item)
 
bool CanUseItem_Inventory (notnull IEntity item, ESlotFunction slotFunction=ESlotFunction.TYPE_GENERIC)
 
bool CanUseItem (notnull IEntity item, ESlotFunction slotFunction=ESlotFunction.TYPE_GENERIC)
 
bool UseItem (notnull IEntity item, ESlotFunction slotFunction=ESlotFunction.TYPE_GENERIC, SCR_EUseContext context=SCR_EUseContext.FROM_QUICKSLOT)
 
IEntity SelectNextWeapon (int maxSlot=-1)
 Select next weapon.
 
IEntity GetNextWeapon (int maxSlots=-1)
 Get next weapon up to specified maximum.
 
void InitAsPlayer (IEntity pOwner, bool pControlled)
 
int GetEntityIndexInQuickslots (notnull IEntity entity)
 
- Public Member Functions inherited from EquipedLoadoutStorageComponent
proto external LoadoutSlotInfo GetSlotFromArea (TypeName pAreaType)
 Get the first slot that satisfies the condition : "slot area type is inherited by pAreaType".
 
proto external int GetSlotsFromArea (TypeName pAreaType, out array< ref LoadoutSlotInfo > outSlots)
 Get the slots that satisfies the condition : "slot area type is inherited by pAreaType".
 
proto external IEntity GetClothFromArea (TypeName pAreaType)
 Get the first cloth entity that satisfies the condition : "slot area type is inherited by pAreaType AND slot has attached entity".
 
- Public Member Functions inherited from BaseInventoryStorageComponent
proto external sealed bool Contains (IEntity item)
 Check if an item is inside this storage.
 
proto external sealed InventoryStorageSlot FindItemSlot (IEntity item)
 Find the item slot.
 
proto external int GetSlotsCount ()
 Returns the number of slots in this storage.
 
proto external sealed InventoryStorageSlot GetSlot (int slotID)
 Return slot for specified id.
 
proto external sealed IEntity Get (int slotID)
 Get item at slot ID.
 
proto external sealed int GetAll (out notnull array< IEntity > outItems)
 
proto external sealed int GetPriority ()
 
proto external sealed EStoragePurpose GetPurpose ()
 
proto external InventoryStorageSlot FindSuitableSlotForItem (IEntity item)
 
proto external float GetOccupiedSpace ()
 returns amount of space occupied by attached items
 
proto external bool IsCompartment ()
 does current storage serves as a compartment of other storage
 
proto external void GetOwnedItems (out notnull array< InventoryItemComponent > outItemsComponents)
 Fills array with attached items including items from storage compartments.
 
proto external bool GetOwnedStorages (out notnull array< BaseInventoryStorageComponent > outStorages, int depth, bool includeHierarchy)
 Fills array with attached storages up to provided hierarchy depth for every top level storage depth with even number will reach compartments level and odd will reach storages attached to slots (including compartment slots)
 
proto external bool PerformVolumeValidation (IEntity item, bool includeDimensionValidation=true)
 performs volume and item dimension validation.
 
proto external bool PerformDimensionValidation (IEntity item)
 performs dimension validation.
 
proto external float GetMaxVolumeCapacity ()
 
proto external vector GetMaxDimensionCapacity ()
 
proto external int GetEstimatedCountFitForItem (IEntity item)
 get a rough estimate of how many times the item can fit in the inventory
 
proto external float GetWeightFromResource (ResourceName resourceName, int count=1)
 get the weight of a prefab
 
proto external int GetEstimatedCountFitForResource (ResourceName resourceName)
 get a rough estimate of how many times the resource can fit in the inventory
 
proto external bool PerformVolumeAndDimensionValidationForResource (ResourceName resourceName, bool includeDimensionValidation=true, int count=1)
 performs volume and item dimension validation.
 
bool OnOverrideCanStoreItem ()
 It should return true or false depending if the scripter wants to override the behavior of the C++ function or not.
 
bool OnOverrideCanStoreResource ()
 It should return true or false depending if the scripter wants to override the behavior of the C++ function or not.
 
bool OnOverrideCanRemoveItem ()
 It should return true or false depending if the scripter wants to override the behavior of the C++ function or not.
 
bool OnOverrideCanReplaceItem ()
 It should return true or false depending if the scripter wants to override the behavior of the C++ function or not.
 
bool CanStoreItem (IEntity item, int slotID)
 Implemented logics for can insert here, Manager will provide slotID of -1 in case slot is irrelevant.
 
bool CanStoreResource (ResourceName resourceName, int slotID, int count)
 Implemented logics for can insert here, Manager will provide slotID of -1 in case slot is irrelevant.
 
bool CanRemoveItem (IEntity item)
 Implemented logics for can remove here,.
 
bool CanReplaceItem (IEntity nextItem, int slotID)
 Implemented logics for can replace to nextItem at slotID,.
 
- Public Member Functions inherited from InventoryItemComponent
proto external IEntity GetOwner ()
 Returns Entity owner of current component instance.
 
proto external bool IsLocked ()
 Returns locked state of item (for both user and system locks)
 
proto external bool IsUserLocked ()
 
proto external bool IsSystemLocked ()
 
proto external InventoryStorageSlot GetParentSlot ()
 
proto external ItemAttributeCollection GetAttributes ()
 
proto external void HideOwner ()
 Hide owner entity.
 
proto external void ShowOwner ()
 Show owner entity.
 
proto external void SetTraceable (bool traceable)
 Set the entity to be traceable or not.
 
proto external void DisablePhysics ()
 Disable owners physical interactions.
 
proto external void EnablePhysics ()
 Enable owners physical interactions.
 
proto external void ActivateOwner (bool active)
 Enable/Disable entity active state.
 
proto external float GetAdditionalWeight ()
 Returns the current additional weight.
 
proto external void SetAdditionalWeight (float additionalWeight)
 IMPORTANT* Could only be called on the master.
 
proto external float GetTotalWeight ()
 Returns the weight + the additional weight.
 
proto external float GetAdditionalVolume ()
 Returns the current additional volume.
 
proto external void SetAdditionalVolume (float additionalVolume)
 IMPORTANT* Could only be called on the master.
 
proto external float GetTotalVolume ()
 Returns the volume + the additional volume.
 
proto external void PlaceOnGround (IEntity callerEntity=null)
 IMPORTANT* This function is heavy in performance because of the multiple traces used inside the function.
 
proto external bool IsHiddenInVicnity ()
 returns true if item should be hidden
 
proto external UIInfo GetUIInfo ()
 Returns UI info of this item.
 
proto external bool RequestUserLock (IEntity caller, bool locked)
 Set external lock on item optional caller is entity that manipulates with item and has inventory manager present (usually character)
 
proto external BaseItemAttributeData FindAttribute (TypeName typeName)
 Convinience method Finds first occurance of the coresponding attribute data object in owned PrefabData AttributeCollection.
 
proto external IEntity CreatePreviewEntity (BaseWorld world, int camera)
 Creates preview entity in the provided world.
 
void OnDelete (IEntity owner)
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Static Public Member Functions

static int GetItemType (notnull IEntity pItem)
 
static int GetDefaultQuickSlot (notnull IEntity item)
 

Protected Member Functions

bool HasStorageComponent (IEntity pEntity)
 
override void OnAddedToSlot (IEntity item, int slotID)
 Called when item is added to slot, update armored attributes when item with armorData is equipped.
 
override void OnRemovedFromSlot (IEntity item, int slotID)
 Will be called when item is removed from slot IMPORTANT* This is called after the C++ event.
 
void UpdateBlockedSlots (IEntity item, int slotID, bool added)
 
void EditArmoredAttributes (IEntity item, int slotID, bool remove=false)
 Take the data from the armor attribute, and store them in map on damagemanager.
 
bool CanReloadCurrentWeapon (notnull IEntity item)
 
bool ReloadCurrentWeapon (IEntity item)
 
void GetPlayersWeapons (notnull inout array< IEntity > outWeapons)
 
BaseCompartmentSlot GetCurrentCompartment ()
 
BaseWeaponComponent GetCurrentTurretWeapon ()
 
BaseWeaponComponent GetCurrentCharacterWeapon ()
 
BaseWeaponComponent GetCurrentWeapon ()
 
void OnItemUsed (IEntity item, bool successful, ItemUseParameters animParams)
 
void OnCompartmentEntered (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
 SCR_CompartmentAccessComponent event.
 
void OnCompartmentLeft (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
 SCR_CompartmentAccessComponent event.
 
void RemoveItemsFromWeaponQuickSlots ()
 
int GetTurretWeaponsList (BaseCompartmentSlot compartment, out array< IEntity > weaponsList)
 
int GetTurretWeaponSlots (BaseCompartmentSlot compartment, out array< WeaponSlotComponent > weaponSlots)
 
- Protected Member Functions inherited from ScriptedBaseInventoryStorageComponent
override void UpdateUI ()
 Virtual method for updating the UI when an item is removed/added.
 
- Protected Member Functions inherited from BaseInventoryStorageComponent
proto external sealed void SetupSlotHooks (InventoryStorageSlot ownedSlot, int slotID)
 IMPORTANT* Should be called upon initialization of slot instance provide newly created slot and desired slot ID.
 
proto external sealed void ReleaseSlotHooks (InventoryStorageSlot ownedSlot)
 IMPORTANT* Should be called before transfering ownership of holded slot instance In majority of cases should be unnecessary (when storage manages creation and destruction of slots on its own)
 
void OnAddedToSlot (IEntity item, int slotID)
 Will be called when item is added to slot.
 
void OnRemovedFromSlot (IEntity item, int slotID)
 Will be called when item is removed from slot IMPORTANT* This is called after the C++ event.
 
InventoryStorageSlot GetEmptySlotForItem (IEntity item)
 Usually any slot that item can be inserted to.
 
int GetSlotsCountScr ()
 Should Return slots count.
 
InventoryStorageSlot GetSlotScr (int slotID)
 Should Return slot for specified id.
 
ref BaseInventoryTask RemoveItem (IEntity item)
 Called locally per instance, implement remove logics here.
 
ref BaseInventoryTask InsertItem (IEntity item, int slotID)
 Called locally per instance, implement insertion logics here, Manager will provide slotID of -1 in case slot is irrelevant.
 
bool ShouldPreviewAttachedItems ()
 Will be called to estimate if storage children has to be included in preview.
 
void OnManagerChanged (InventoryStorageManagerComponent manager)
 Will be called when manager is changed, manager can be null if there is no manager in hierarchy (item drop in world).
 
void UpdateUI ()
 Virtual method for updating the UI when an item is removed/added.
 
- Protected Member Functions inherited from InventoryItemComponent
bool ShouldHideInVicinity ()
 implement custom visibility behavior in vicinity
 
bool OverridePlacementTransform (IEntity caller, out vector computedTransform[4])
 Override final transformation of dropped item, return true in case transformation should be applied.
 

Protected Attributes

float m_fMaxWeight
 
float m_fMaxVolume
 
ref array< ref SCR_QuickslotBaseContainerm_aQuickSlots = { null, null, null, null, null, null, null, null, null, null }
 
ref map< IEntity, int > m_mSlotHistory = new map<IEntity, int>()
 
ref array< IEntity > m_aWeaponQuickSlotsStorage = {}
 
ref array< int > m_aQuickSlotsHistory = {}
 
ref array< TypeName > m_aBlockedSlots = {}
 
ref array< BaseInventoryStorageComponentm_aStoragesInStorageList = {}
 
SCR_CompartmentAccessComponent m_CompartmentAcessComp
 
BaseInventoryStorageComponent m_WeaponStorage
 
ref SCR_InvEquipCB m_Callback = new SCR_InvEquipCB()
 

Static Protected Attributes

static const int GADGET_OFFSET = 9999
 
static const int TURRET_WEAPON_SWITCH_SLOTS = 4
 
static const int INFANTRY_WEAPON_SWITCH_SLOTS = 2
 
static const ref array< ref array< int > > DEFAULT_QUICK_SLOTS
 
static const ref array< EWeaponTypeWEAPON_TYPES_THROWABLE = { EWeaponType.WT_FRAGGRENADE, EWeaponType.WT_SMOKEGRENADE }
 

Additional Inherited Members

- Public Attributes inherited from InventoryItemComponent
ref ScriptInvoker< bool > m_OnLockedStateChangedInvoker = new ScriptInvoker<bool>()
 
ref ScriptInvoker< InventoryStorageSlot, InventoryStorageSlotm_OnParentSlotChangedInvoker = new ScriptInvoker<InventoryStorageSlot, InventoryStorageSlot>()
 

Member Function Documentation

◆ CanEquipItem_Inventory()

bool SCR_CharacterInventoryStorageComponent.CanEquipItem_Inventory ( notnull IEntity  item)

◆ CanReloadCurrentWeapon()

bool SCR_CharacterInventoryStorageComponent.CanReloadCurrentWeapon ( notnull IEntity  item)
protected

◆ CanUseItem()

bool SCR_CharacterInventoryStorageComponent.CanUseItem ( notnull IEntity  item,
ESlotFunction  slotFunction = ESlotFunction::TYPE_GENERIC 
)
Parameters
[in]item
[in]slotFunction
Returns

◆ CanUseItem_Inventory()

bool SCR_CharacterInventoryStorageComponent.CanUseItem_Inventory ( notnull IEntity  item,
ESlotFunction  slotFunction = ESlotFunction::TYPE_GENERIC 
)

◆ DropCurrentItem()

void SCR_CharacterInventoryStorageComponent.DropCurrentItem ( )

Drop currently held item. Not allowed while switching to another item.

◆ EditArmoredAttributes()

void SCR_CharacterInventoryStorageComponent.EditArmoredAttributes ( IEntity  item,
int  slotID,
bool  remove = false 
)
protected

Take the data from the armor attribute, and store them in map on damagemanager.

◆ GetBlockedSlots()

void SCR_CharacterInventoryStorageComponent.GetBlockedSlots ( out notnull array< TypeName >  blockedSlots)
Parameters
[out]blockedSlots

◆ GetContainerFromQuickslot()

SCR_QuickslotBaseContainer SCR_CharacterInventoryStorageComponent.GetContainerFromQuickslot ( int  index)
Parameters
[in]index
Returns

◆ GetCurrentCharacterWeapon()

BaseWeaponComponent SCR_CharacterInventoryStorageComponent.GetCurrentCharacterWeapon ( )
protected

◆ GetCurrentCompartment()

BaseCompartmentSlot SCR_CharacterInventoryStorageComponent.GetCurrentCompartment ( )
protected

◆ GetCurrentItem()

IEntity SCR_CharacterInventoryStorageComponent.GetCurrentItem ( )
Returns
currently held item. If character holds gadget, gadget is returned, otherwise current weapon.

◆ GetCurrentTurretWeapon()

BaseWeaponComponent SCR_CharacterInventoryStorageComponent.GetCurrentTurretWeapon ( )
protected

◆ GetCurrentWeapon()

BaseWeaponComponent SCR_CharacterInventoryStorageComponent.GetCurrentWeapon ( )
protected

◆ GetDefaultQuickSlot()

static int SCR_CharacterInventoryStorageComponent.GetDefaultQuickSlot ( notnull IEntity  item)
static
Parameters
[in]item
Returns

◆ GetEntityIndexInQuickslots()

int SCR_CharacterInventoryStorageComponent.GetEntityIndexInQuickslots ( notnull IEntity  entity)

◆ GetIsStorageShown()

bool SCR_CharacterInventoryStorageComponent.GetIsStorageShown ( notnull BaseInventoryStorageComponent  pStorage)
Parameters
[in]pStorage
Returns
the visibility state of the adequate UI container - if the storage was previously shown in the inventory

◆ GetItemFromLoadoutSlot()

InventoryItemComponent SCR_CharacterInventoryStorageComponent.GetItemFromLoadoutSlot ( LoadoutAreaType  eSlot)
Parameters
[in]eSlot
Returns

◆ GetItemFromQuickSlot()

IEntity SCR_CharacterInventoryStorageComponent.GetItemFromQuickSlot ( int  index)
Parameters
[in]index
Returns

◆ GetItemType()

static int SCR_CharacterInventoryStorageComponent.GetItemType ( notnull IEntity  pItem)
static
Parameters
[in]pItem
Returns

◆ GetLastQuickSlotId()

int SCR_CharacterInventoryStorageComponent.GetLastQuickSlotId ( IEntity  ent)
Parameters
[in]ent
Returns

◆ GetLootStorage()

BaseInventoryStorageComponent SCR_CharacterInventoryStorageComponent.GetLootStorage ( )
Returns

◆ GetMaxLoad()

float SCR_CharacterInventoryStorageComponent.GetMaxLoad ( )
Returns

◆ GetNextWeapon()

IEntity SCR_CharacterInventoryStorageComponent.GetNextWeapon ( int  maxSlots = -1)

Get next weapon up to specified maximum.

◆ GetPlayersWeapons()

void SCR_CharacterInventoryStorageComponent.GetPlayersWeapons ( notnull inout array< IEntity >  outWeapons)
protected

◆ GetQuickSlotEntitiesOnly()

array< IEntity > SCR_CharacterInventoryStorageComponent.GetQuickSlotEntitiesOnly ( )

gets all entities in quickslots, and nulls in arrays for non-entity or empty slots

◆ GetQuickSlotItems()

array< ref SCR_QuickslotBaseContainer > SCR_CharacterInventoryStorageComponent.GetQuickSlotItems ( )
Returns

◆ GetSelectedItem()

IEntity SCR_CharacterInventoryStorageComponent.GetSelectedItem ( )
Returns
selected item. If there is no active switching, currently held item is returned instead.

◆ GetStorageComponentFromEntity()

SCR_UniversalInventoryStorageComponent SCR_CharacterInventoryStorageComponent.GetStorageComponentFromEntity ( IEntity  pEntity)
Parameters
[in]pEntity
Returns
the item inventory component

◆ GetStorageFromLoadoutSlot()

BaseInventoryStorageComponent SCR_CharacterInventoryStorageComponent.GetStorageFromLoadoutSlot ( LoadoutAreaType  eSlot)
Parameters
[in]eSlot
Returns

◆ GetStorages()

void SCR_CharacterInventoryStorageComponent.GetStorages ( out notnull array< SCR_UniversalInventoryStorageComponent storagesInInventory)
Parameters
[out]storagesInInventory
Returns
all topmost storages

◆ GetTurretWeaponsList()

int SCR_CharacterInventoryStorageComponent.GetTurretWeaponsList ( BaseCompartmentSlot  compartment,
out array< IEntity >  weaponsList 
)
protected

◆ GetTurretWeaponSlots()

int SCR_CharacterInventoryStorageComponent.GetTurretWeaponSlots ( BaseCompartmentSlot  compartment,
out array< WeaponSlotComponent weaponSlots 
)
protected

◆ GetWeaponStorage()

BaseInventoryStorageComponent SCR_CharacterInventoryStorageComponent.GetWeaponStorage ( )
Returns

◆ HandleOnItemAddedToInventory()

void SCR_CharacterInventoryStorageComponent.HandleOnItemAddedToInventory ( IEntity  item,
BaseInventoryStorageComponent  storageOwner 
)
Parameters
[in]item
[in]storageOwner

◆ HandleOnItemRemovedFromInventory()

void SCR_CharacterInventoryStorageComponent.HandleOnItemRemovedFromInventory ( IEntity  item,
BaseInventoryStorageComponent  storageOwner 
)
Parameters
[in]item
[in]storageOwner

◆ HasStorageComponent()

bool SCR_CharacterInventoryStorageComponent.HasStorageComponent ( IEntity  pEntity)
protected

◆ InitAsPlayer()

void SCR_CharacterInventoryStorageComponent.InitAsPlayer ( IEntity  pOwner,
bool  pControlled 
)
Parameters
[in]pOwner
[in]pControlled

◆ InsertContainerIntoQuickslot()

void SCR_CharacterInventoryStorageComponent.InsertContainerIntoQuickslot ( SCR_QuickslotBaseContainer  container,
int  slotIndex 
)

◆ IsAreaBlocked()

bool SCR_CharacterInventoryStorageComponent.IsAreaBlocked ( TypeName  areaType)
Parameters
[in]areaType
Returns

◆ IsInDefaultQuickSlot()

bool SCR_CharacterInventoryStorageComponent.IsInDefaultQuickSlot ( notnull IEntity  item)
Parameters
[in]item
Returns

◆ ItemBelongsToSlot()

bool SCR_CharacterInventoryStorageComponent.ItemBelongsToSlot ( int  iItemType,
int  iSlotIndex 
)
Parameters
[in]iItemType
[in]iSlotIndex
Returns

◆ OnAddedToSlot()

override void SCR_CharacterInventoryStorageComponent.OnAddedToSlot ( IEntity  item,
int  slotID 
)
protected

Called when item is added to slot, update armored attributes when item with armorData is equipped.

Parameters
[in]item
[in]slotID

Implements BaseInventoryStorageComponent.

◆ OnCompartmentEntered()

void SCR_CharacterInventoryStorageComponent.OnCompartmentEntered ( IEntity  targetEntity,
BaseCompartmentManagerComponent  manager,
int  mgrID,
int  slotID,
bool  move 
)
protected

SCR_CompartmentAccessComponent event.

Parameters
[in]targetEntity
[in]manager
[in]mgrID
[in]slotID
[in]move

◆ OnCompartmentLeft()

void SCR_CharacterInventoryStorageComponent.OnCompartmentLeft ( IEntity  targetEntity,
BaseCompartmentManagerComponent  manager,
int  mgrID,
int  slotID,
bool  move 
)
protected

SCR_CompartmentAccessComponent event.

Parameters
[in]targetEntity
[in]manager
[in]mgrID
[in]slotID
[in]move

◆ OnItemUsed()

void SCR_CharacterInventoryStorageComponent.OnItemUsed ( IEntity  item,
bool  successful,
ItemUseParameters  animParams 
)
protected

◆ OnRemovedFromSlot()

override void SCR_CharacterInventoryStorageComponent.OnRemovedFromSlot ( IEntity  item,
int  slotID 
)
protected

Will be called when item is removed from slot IMPORTANT* This is called after the C++ event.

Implements BaseInventoryStorageComponent.

◆ ReloadCurrentWeapon()

bool SCR_CharacterInventoryStorageComponent.ReloadCurrentWeapon ( IEntity  item)
protected

◆ RemoveItemFromQuickSlot()

int SCR_CharacterInventoryStorageComponent.RemoveItemFromQuickSlot ( IEntity  pItem)
Parameters
[in]pItem
Returns

◆ RemoveItemFromQuickSlotAtIndex()

void SCR_CharacterInventoryStorageComponent.RemoveItemFromQuickSlotAtIndex ( int  index)
Parameters
[in]index

◆ RemoveItemsFromWeaponQuickSlots()

void SCR_CharacterInventoryStorageComponent.RemoveItemsFromWeaponQuickSlots ( )
protected

◆ SelectNextWeapon()

IEntity SCR_CharacterInventoryStorageComponent.SelectNextWeapon ( int  maxSlot = -1)

Select next weapon.

◆ SetLootStorage()

void SCR_CharacterInventoryStorageComponent.SetLootStorage ( IEntity  pOwner)
Parameters
[in]pOwner

◆ SetStorageAsHidden()

void SCR_CharacterInventoryStorageComponent.SetStorageAsHidden ( notnull BaseInventoryStorageComponent  pStorage)
Parameters
[in]pStorage

◆ SetStorageAsShown()

void SCR_CharacterInventoryStorageComponent.SetStorageAsShown ( notnull BaseInventoryStorageComponent  pStorage)
Parameters
[in]pStorage

◆ StoreItemToQuickSlot()

int SCR_CharacterInventoryStorageComponent.StoreItemToQuickSlot ( notnull IEntity  pItem,
int  iSlotIndex = -1,
bool  isForced = false 
)
Parameters
[in]pItem
[in]iSlotIndex
[in]isForced
Returns

◆ UnequipCurrentItem()

void SCR_CharacterInventoryStorageComponent.UnequipCurrentItem ( )

Unequip currently held item. Not allowed while switching to another item.

◆ UpdateBlockedSlots()

void SCR_CharacterInventoryStorageComponent.UpdateBlockedSlots ( IEntity  item,
int  slotID,
bool  added 
)
protected

◆ UseItem()

bool SCR_CharacterInventoryStorageComponent.UseItem ( notnull IEntity  item,
ESlotFunction  slotFunction = ESlotFunction::TYPE_GENERIC,
SCR_EUseContext  context = SCR_EUseContext::FROM_QUICKSLOT 
)
Parameters
[in]item
[in]slotFunction
Returns

Member Data Documentation

◆ DEFAULT_QUICK_SLOTS

const ref array<ref array<int> > SCR_CharacterInventoryStorageComponent.DEFAULT_QUICK_SLOTS
staticprotected
Initial value:
= { { EWeaponType.WT_RIFLE, EWeaponType.WT_SNIPERRIFLE, EWeaponType.WT_MACHINEGUN },
{ EWeaponType.WT_RIFLE, EWeaponType.WT_ROCKETLAUNCHER, EWeaponType.WT_GRENADELAUNCHER, EWeaponType.WT_SNIPERRIFLE, EWeaponType.WT_MACHINEGUN },
{ EWeaponType.WT_HANDGUN },
{ EWeaponType.WT_FRAGGRENADE },
{ EWeaponType.WT_SMOKEGRENADE },
{ EGadgetType.CONSUMABLE + GADGET_OFFSET + SCR_EConsumableType.BANDAGE },
{ EGadgetType.CONSUMABLE + GADGET_OFFSET + SCR_EConsumableType.TOURNIQUET },
{ EGadgetType.CONSUMABLE + GADGET_OFFSET + SCR_EConsumableType.MORPHINE, EGadgetType.CONSUMABLE + GADGET_OFFSET + SCR_EConsumableType.SALINE },
{ EGadgetType.RADIO + GADGET_OFFSET },
{ EGadgetType.BUILDING_TOOL + GADGET_OFFSET }
}
EWeaponType
Definition: EWeaponType.c:13
static const int GADGET_OFFSET
Definition: SCR_CharacterInventoryStorageComponent.c:79

◆ GADGET_OFFSET

const int SCR_CharacterInventoryStorageComponent.GADGET_OFFSET = 9999
staticprotected

◆ INFANTRY_WEAPON_SWITCH_SLOTS

const int SCR_CharacterInventoryStorageComponent.INFANTRY_WEAPON_SWITCH_SLOTS = 2
staticprotected

◆ m_aBlockedSlots

ref array<TypeName> SCR_CharacterInventoryStorageComponent.m_aBlockedSlots = {}
protected

◆ m_aQuickSlots

ref array<ref SCR_QuickslotBaseContainer> SCR_CharacterInventoryStorageComponent.m_aQuickSlots = { null, null, null, null, null, null, null, null, null, null }
protected

◆ m_aQuickSlotsHistory

ref array< int > SCR_CharacterInventoryStorageComponent.m_aQuickSlotsHistory = {}
protected

◆ m_aStoragesInStorageList

ref array<BaseInventoryStorageComponent> SCR_CharacterInventoryStorageComponent.m_aStoragesInStorageList = {}
protected

◆ m_aWeaponQuickSlotsStorage

ref array<IEntity> SCR_CharacterInventoryStorageComponent.m_aWeaponQuickSlotsStorage = {}
protected

◆ m_Callback

ref SCR_InvEquipCB SCR_CharacterInventoryStorageComponent.m_Callback = new SCR_InvEquipCB()
protected

◆ m_CompartmentAcessComp

SCR_CompartmentAccessComponent SCR_CharacterInventoryStorageComponent.m_CompartmentAcessComp
protected

◆ m_fMaxVolume

float SCR_CharacterInventoryStorageComponent.m_fMaxVolume
protected

◆ m_fMaxWeight

float SCR_CharacterInventoryStorageComponent.m_fMaxWeight
protected

◆ m_mSlotHistory

ref map<IEntity, int> SCR_CharacterInventoryStorageComponent.m_mSlotHistory = new map<IEntity, int>()
protected

◆ m_WeaponStorage

BaseInventoryStorageComponent SCR_CharacterInventoryStorageComponent.m_WeaponStorage
protected

◆ TURRET_WEAPON_SWITCH_SLOTS

const int SCR_CharacterInventoryStorageComponent.TURRET_WEAPON_SWITCH_SLOTS = 4
staticprotected

◆ WEAPON_TYPES_THROWABLE

const ref array<EWeaponType> SCR_CharacterInventoryStorageComponent.WEAPON_TYPES_THROWABLE = { EWeaponType.WT_FRAGGRENADE, EWeaponType.WT_SMOKEGRENADE }
staticprotected

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