class GameInventorySource
script counterpart to engine's class Inventory
Constants 3
const int c_InventoryReservationTimeoutMS = 5000Show 11 more
, ActionRemoveSeed.InventoryReservation(), ActionTakeArrow.InventoryReservation(), ActionTakeArrowToHands.InventoryReservation(), ActionTakeHybridAttachment.InventoryReservation(), ActionTakeItem.InventoryReservation(), DayZPlayerInventory.SendServerHandEventViaJuncture(), DayZPlayerInventory.TakeToDst(), EmoteManager.SetEmoteLockState(), FirearmActionAttachMagazine.InventoryReservation(), FirearmActionAttachMagazineQuick.InventoryReservation(), and WeaponManager.InventoryReservation()const int c_InventoryReservationTimeoutShortMS = 3000Show 14 more
, DayZPlayerInventory.ValidateSwap(), DeferredForceSwapEntities.ReserveInventory(), DeferredSwapEntities.ReserveInventory(), DeferredTakeToDst.ReserveInventory(), HandAnimatedForceSwapping.OnEntry(), HandAnimatedForceSwapping_Inst.OnEntry(), HandAnimatedMovingToAtt.OnEntry(), HandAnimatedSwapping.OnEntry(), HandAnimatedTakingFromAtt.OnEntry(), HandEventBase.ReserveInventory(), HandEventSwap.ReserveInventory(), HandGuardHasRoomForItem.GuardCondition(), ItemBase.CombineItemsClient(), and ItemBase.OnRightClick()const float c_MaxItemDistanceRadius = 2.5Show 11 more
, DayZPlayerInventory.ValidateSyncMove(), HandEventForceSwap.CheckRequest(), HandEventMoveTo.CheckRequest(), HandEventMoveTo.CheckRequestSrc(), HandEventRemove.CheckRequest(), HandEventRemove.CheckRequestSrc(), HandEventSwap.CheckRequest(), HandEventSwap.CheckRequestSrc(), HandEventTake.CheckRequest(), HandEventTake.CheckRequestSrc(), and PlayerBase.HandleRemoteItemManipulation()Members 1
protected static int m_inventory_check_context = InventoryCheckContext.DEFAULTMethods 152
proto native EntityAI GetInventoryOwner()Returns: entity associated with this inventory
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, DayZPlayerInventory.IsAuthoritative(), DayZPlayerInventory.IsOwner(), DayZPlayerInventory.IsProxy(), DayZPlayerInventory.PostWeaponEvent(), DayZPlayerInventory.ValidateDestroy(), AreChildrenAccessible(), EEDelete(), Init(), IsCargoInHiearchy(), TakeEntityAsAttachmentEx(), TakeEntityToCargoEx(), HumanInventory.GetManOwner(), HumanInventory.LocalDestroyEntity(), HumanInventory.ReplaceItemInElsewhereWithNewinHandsImpl(), HumanInventory.ReplaceItemInHandsWithNewImpl(), HumanInventory.TakeEntityAsAttachmentEx(), and HumanInventory.TakeEntityToCargoEx()proto native void DumpInventoryDebug()DEVELOPERdump out failed inventory operations of the current inventory
static proto native void DumpStaticInventoryDebug()DEVELOPERdump out a more global list of failed inventory operations
query inventory if item is somewhere
All available inventory locations (hands, cargo, attachments, proxycargo, ...) are traversed recursively from root to leafs.
- in
item itemto be found in inventory
Returns: true if found, false otherwise
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, ContainerWithCargoAndAttachments.DoubleClick(), HandsContainer.DoubleClick(), HandsContainer.GetCombinationFlags(), HandsContainer.TakeAsAttachment(), Icon.DoubleClick(), ItemManager.GetChosenCombinationFlag(), ItemManager.GetCombinationFlags(), PlayerBase.IsItemInInventory(), PlayerBase.NeedInventoryJunctureFromServer(), PlayerContainer.DoubleClick(), PlayerContainer.DraggingOver(), PlayerContainer.DraggingOverHeader(), PlayerContainer.OnDropReceivedFromGhostArea(), PlayerContainer.OnDropReceivedFromHeader(), VicinitySlotsContainer.DoubleClick(), and ZombieContainer.DoubleClick()proto native bool EnumerateInventory(InventoryTraversalType tt, out array<EntityAI> items)enumerate inventory using traversal type and filling items array
- in
tt - used traversal type
- out
items - items in inventory (in order determined by traversal)
Returns: true if found any, false otherwise
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, FireplaceBase.AddDamageToItemByFireEx(), ItemBase.ClearInventory(), ItemBase.OnItemLocationChanged(), MiscGameplayFunctions.DropAllItemsInInventoryInBounds(), MiscGameplayFunctions.TransferInventory(), PlayerBase.ClearInventory(), PlayerBase.DropAllItems(), PlayerBase.FixAllInventoryItems(), PlayerBase.RemoveAllItems(), PresetSpawnBase.FindAndTakeToHandsFromInventory(), PresetSpawnBase.FindItem(), PresetSpawnBase.Init(), UniversalTemperatureSourceLambdaBaseImpl.DryItemsInVicinity(), and WeightDebug.PrintAll()proto native int CountInventory()almost identical to EnumerateInventory except it does not return items
Returns: number of items
proto native CargoBase GetCargo()Create Entity of specified type in cargo of entity
Create Entity of specified type in cargo of entity at coordinates (row, col)
typeName- type to create
row- the row of cargo to be created at
col- the column of cargo to be created at
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, ContainerWithCargo.DraggingOver(), ContainerWithCargo.OnDropReceivedFromHeader(), ContainerWithCargoAndAttachments.DraggingOverHeader(), ContainerWithCargoAndAttachments.TakeAsAttachment(), HandsContainer.GetCombinationFlags(), HandsContainer.TakeAsAttachment(), ItemManager.GetChosenCombinationFlag(), ItemManager.GetCombinationFlags(), PlayerContainer.DraggingOver(), PlayerContainer.OnDropReceivedFromGhostArea(), ZombieContainer.OnDropReceivedFromGhostArea(), and ZombieContainer.OnDropReceivedFromHeader()proto native bool CanAddEntityInCargoExLoc(InventoryLocation loc)proto native bool 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)index- index into array of configured slots (@see GetSlotIdCount)
Returns: slot where this item belongs
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, ActionTargetsCursor.AttachmentsWithInventoryOrCargoCount(), AttachmentCategoriesRow.DraggingOverHeader(), ConstructionActionData.GetAttachmentSlotFromSelection(), Container.CanEquipEx(), CraftFireplace.CanDo(), EntityAI.InitInherentSlotExclusionMap(), EntityAI.InitLegacySlotExclusionValuesDerived(), EntityAI.InitLegacySlotExclusionValuesImplicit(), Environment.BodyPartHeatProperties(), Environment.ProcessItemsTemperature(), Environment.ProcessItemsWetness(), FryingPan.CanLoadItemIntoCargo(), FryingPan.CanReceiveItemIntoCargo(), HumanInventory.SwappingToPreviousLocation(), Inventory.DraggingOverCenterPanel(), Inventory.OnCenterPanelDropReceived(), Man.PredictiveTakeOrSwapAttachment(), PlayerBase.HideHairSelections(), PortableGasStove.CanLoadAttachment(), Pot.CanLoadItemIntoCargo(), Pot.CanReceiveItemIntoCargo(), RefuelTorch.CanDo(), and RefuelTorch.Do()proto native int GetSlotIdCount()Returns: number of slots this item can belong to
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, EntityAI.InitAttachmentExclusionValues(), EntityAI.InitInherentSlotExclusionMap(), EntityAI.InitLegacySlotExclusionValuesDerived(), EntityAI.InitLegacySlotExclusionValuesImplicit(), Environment.ProcessItemsWetness(), FryingPan.CanLoadItemIntoCargo(), FryingPan.CanReceiveItemIntoCargo(), HumanInventory.SwappingToPreviousLocation(), Man.PredictiveTakeOrSwapAttachment(), PlayerBase.HideHairSelections(), PortableGasStove.CanLoadAttachment(), Pot.CanLoadItemIntoCargo(), and Pot.CanReceiveItemIntoCargo()index- index of the slot for attachment (@see GetAttachmentSlotsCount)
Returns: slot for attachment
proto native int GetAttachmentSlotsCount()Returns: number of slots for attachments
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, EntityAI.CanDisplayAnyAttachmentSlot(), EntityAI.EEInit(), EntityAI.EEItemAttached(), EntityAI.GetSlotsCountCorrect(), EntityAI.SetInvisibleRecursive(), HasAttachmentSlot(), GardenBase.PrintSlots(), HandsContainer.AttachmentAdded(), ItemBase.GetProtectionLevel(), PortableGasStove.CanPutInCargo(), UniversalLight.CanPutAsAttachment(), and Weapon_Base.GetSlotsCountCorrect()Returns: true if this entity has attachments slot with id=slotId
Returns: true if this entity has inventory slot with id=slotId
proto native int AttachmentCount()Returns count of attachments attached to this item
Create Entity of specified type as attachment of entity
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, BotTestSpamUserActions.OnEntry(), BotTestSwapG2H.OnEntry(), BotTestSwapInternal.OnEntry(), BotTestSwapInternalC2H.OnEntry(), CraftFireplace.Do(), CTActor.AddItem(), CTActor.SetItems(), CZ527_Base.OnDebugSpawn(), CZ550_Base.OnDebugSpawn(), FishingRod_Base_New.OnDebugSpawn(), FlammableBase.OnDebugSpawn(), Headtorch_ColorBase.CheckParent(), ItemOptics.OnDebugSpawn(), KitBase.AssembleKit(), M79.AssembleGun(), Magnum_Base.AssembleGun(), PluginConfigScene.LoadSceneObjects(), PluginDeveloper.SpawnEntityAsAttachment(), ReplaceDetonatorItemOnArmLambda.OnSuccess(), SCARH_Base.InitFoldingSight(), SceneObject.AddAttachment(), Scout_Base.OnDebugSpawn(), SSG82_Base.AssembleGun(), SV98_Base.OnDebugSpawn(), and Weapon_Base.SpawnAttachedMagazine()Create Entity of specified type as attachment of entity
typeName- type to create
slotId- the slot to be created in
Returns: attached entity by attachment index @NOTE: index is not slot! for getting attachment by slot use FindAttachment
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, CachedEquipmentStorage.ProcessAttachments(), ContainerWithCargoAndAttachments.RecomputeContainers(), EntityAI.EEInit(), EntityAI.FixEntity(), EntityAI.GetAttachmentByConfigTypeName(), EntityAI.GetAttachmentByType(), EntityAI.GetInventoryAndCargoWeight(), Environment.ApplyDrynessToItemEx(), Environment.ApplyWetnessToItem(), Environment.BodyPartHeatProperties(), Environment.ProcessItemHierarchyRecursive(), Environment.ProcessItemsDryness(), Environment.ProcessItemsTemperature(), Environment.ProcessItemsWetness(), FireplaceBase.BurnItemsInFireplace(), FireplaceBase.GetFuelCount(), FireplaceBase.GetKindlingCount(), ImprovisedExplosive.EEHealthLevelChanged(), ImprovisedExplosive.OnActivatedByItem(), ImprovisedExplosive.OnDisarmed(), ItemBase.DamageItemAttachments(), ItemBase.GetNumberOfItems(), Magnum_Base.SetAttachmentsHealth(), MiscGameplayFunctions.ThrowAllItemsInInventory(), Plastic_Explosive.EEHealthLevelChanged(), Plastic_Explosive.OnDisarmed(), Plastic_Explosive.OnTriggerAttached(), PlayerBase.CalculateVisibilityForAI(), PlayerBase.FindCargoByBaseType(), PlayerBase.GetMagazineToReload(), PluginConfigScene.SaveSceneObjects(), PropertyModifiers.UpdateModifiers(), QuickBarBase.updateSlotsCount(), RadialQuickbarMenu.CheckForLightsAndNVG(), SceneObject.GetAttachments(), TrapBase.GetClosestCarWheel(), TrapSpawnBase.DetachAllAttachments(), TripwireTrap.SetInactive(), TripwireTrap.UpdateProxySelections(), and UniversalTemperatureSourceLambdaBaseImpl.UpdateVicinityTemperatureRecursive()Returns attached entity in slot (you can use InventorySlots.GetSlotIdFromString(name) to get slot id)
Returns attached entity in slot (you can use EntityAI.GetActionComponentName to get slot id)
brief Returns True if entity is attached to this
brief Returns True if entity is attached to this in slot
Check if attachment can be added to any slot
Returns: true if entity can be added as attachment
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, ActionAttachSeeds.ActionCondition(), ActionAttachWithSwitch.ActionCondition(), ActionInsertSparkplug.ActionCondition(), AttachmentCategoriesContainer.OnDropReceivedFromHeader(), AttachmentCategoriesRow.OnDropReceivedFromHeader(), AttachmentCategoriesRow.Select(), Attachments.Select(), BotTestAttachAndDropCycle_Attaching.OnUpdate(), ContainerWithCargoAndAttachments.DraggingOverHeader(), ContainerWithCargoAndAttachments.TakeAsAttachment(), HandsContainer.DraggingOverHeader(), HandsContainer.GetCombinationFlags(), HandsContainer.TakeAsAttachment(), Inventory.OnCenterPanelDropReceived(), ItemManager.GetChosenCombinationFlag(), Man.PredictiveTakeOrSwapAttachment(), PlayerContainer.DraggingOver(), PlayerContainer.OnDropReceivedFromGhostArea(), PlayerContainer.Select(), SceneObject.CanAttachment(), and ZombieContainer.OnDropReceivedFromGhostArea()Check if attachment can be added to slot @NOTE: Note that slot index IS NOT slot ID! Slot ID is defined in DZ/data/config.cpp
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, AttachmentCategoriesRow.OnDropReceivedFromHeader(), AttachmentCategoriesRow.Select(), Attachments.Select(), ConstructionActionData.GetAttachmentSlotFromSelection(), ContainerWithCargoAndAttachments.DraggingOverHeader(), ContainerWithCargoAndAttachments.TakeAsAttachment(), HandsContainer.TakeAsAttachment(), PlayerContainer.OnDropReceivedFromGhostArea(), and PlayerContainer.Select()Returns placeholder entity for slot (naked arms, legs etc)
proto native bool GetCurrentInventoryLocation(out notnull InventoryLocation loc)returns information about current item location
- out
loc currentInventoryLocation
Returns: true if current location retrieved (and is valid)
proto native bool FindFreeLocationFor(notnull EntityAI item, FindInventoryLocationType flags, out notnull InventoryLocation loc)FindFreeLocationFor
- in
item - item that would be placed in inventory
- out
loc - the InventoryLocation the item can be placed to
Returns: true if found any, false otherwise
proto native bool FindFreeLocationForEx(notnull EntityAI item, FindInventoryLocationType flags, notnull InventoryLocation exclude, out notnull InventoryLocation loc)FindFreeLocationForEx
- in
item - item that would be placed in inventory
- out
loc - the InventoryLocation the item can be placed to
Returns: true if found any, false otherwise
proto native bool FindFirstFreeLocationForNewEntity(string item_type, FindInventoryLocationType flags, out notnull InventoryLocation loc)FindFirstFreeLocationForNewEntity
- in
item_type - item type that would be placed in inventory
- out
loc - the InventoryLocation the item can be placed to
Returns: true if found any, false otherwise
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, ActionTakeFireplaceIndoor.OnExecuteServer(), ActionTakeOvenIndoor.ActionCondition(), ActionTakeOvenIndoor.OnExecuteServer(), DayZPlayerUtils.HandleStoreCartridge(), DayZPlayerUtils.SelectStoreCartridge(), CreateInInventory(), ItemBase.SplitItem(), PlayerBase.CreateCopyOfItemInInventory(), PlayerBase.CreateInInventory(), PlayerBase.HandleRemoteItemManipulation(), PluginDeveloper.SpawnEntityInInventory(), and PluginDeveloper.SpawnEntityInPlayerInventory()proto native int FindFreeLocationsFor(notnull EntityAI item, FindInventoryLocationType flags, out notnull array<ref InventoryLocation> locs)searches inventory for suitable location for @item
Example:
- in
item - item that would be placed in inventory
- in
flags - flags affecting selection ( @see FindInventoryLocation )
- out
locs - array of InventoryLocations the item can be placed to
Returns: number of suitable inventory locations
Entity bino = g_Game.CreateObject("Binoculars", "3312 0 854");
EntityAI bino2;
if (Class.CastTo(bino2, bino))
{
array<ref InventoryLocation> a = new array<ref InventoryLocation>; // 1) allocate memory for array
for (int i = 0; i < 10; ++i)
{
a.Insert(new InventoryLocation); // 2) pre-allocate inventorylocations from script. engine only fills them in, engine does not allocate memory to avoid mixing.
}
int sz = player.FindFreeLocationsFor(bino, FindInventoryLocationType.ANY_CARGO | FindInventoryLocationType.ATTACHMENT, a); // 3) ask engine to fill the locations
if (sz > 0)
{
InventoryLocation src = new InventoryLocation;
bino2.GetCurrentInventoryLocation(src); // 5) get current location
InventoryLocation dst = a[0]; // 6) get first (this is only example)
... use src and dst
}
}static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)creates new item directly at location
- in
type itemtype to be placed in inventory
Returns: created entity, null otherwise
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, ItemBase.SplitIntoStackMax(), ItemBase.SplitIntoStackMaxEx(), ItemBase.SplitIntoStackMaxToInventoryLocationEx(), ItemBase.SplitItemToInventoryLocation(), Magazine.SplitItemToInventoryLocation(), MiscGameplayFunctions.ThrowEntityFromInventory(), and ReplaceItemWithNewLambdaBase.CreateNewEntity()static proto native EntityAI LocationCreateLocalEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)creates new <b>local</b> item directly at location @NOTE: the item is created localy, i.e. it's not registered to network
- in
type itemtype to be placed in inventory
Returns: created entity, null otherwise
static proto native bool LocationCanAddEntity(notnull InventoryLocation inv_loc)queries if the entity contained in inv_loc.m_item can be added to ground/attachment/cargo/hands/...
Returns: true if can be added, false otherwise
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, HandsContainer.DropReceived(), HumanInventory.SwappingToPreviousLocation(), Icon.DoubleClick(), Icon.DraggingOver(), Icon.DropReceivedFromMain(), Inventory.DraggingOverCenterPanel(), Inventory.OnCenterPanelDropReceived(), MiscGameplayFunctions.TransferInventory(), VicinitySlotsContainer.DoubleClick(), and VicinitySlotsContainer.TransferItem()static bool LocationCanAddEntityEx(notnull InventoryLocation inv_loc)static proto native bool 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)test if the entity contained in inv_loc.m_item can be added to ground/attachment/cargo/hands/...
Returns: true if can be added, false otherwise
static proto native bool LocationCanRemoveEntity(notnull InventoryLocation inv_loc)queries if the entity contained in inv_loc.m_item can be removed from ground/attachment/cargo/hands/...
Returns: true if can be added, false otherwise
static proto native bool LocationCanMoveEntity(notnull InventoryLocation src, notnull InventoryLocation dst)queries if the entity contained in inv_loc.m_item can be moved to another location This is a shorthand for CanRemove + CanAdd query
Returns: true if can be moved, false otherwise
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, DayZPlayerInventory.PlayerCheckRequestDst(), DayZPlayerInventory.ValidateSyncMove(), LocationCanMoveEntitySyncCheck(), HandEventMoveTo.CanPerformEvent(), HandEventRemove.CanPerformEvent(), HandEventTake.CanPerformEventEx(), HandGuardCanMove.GuardCondition(), HandSelectAnimationOfMoveFromHandsEvent.GuardCondition(), LoopedChambering.OnAbort(), LoopedChambering.OnExit(), LoopedChamberingCombineChamberInternalMagazine.OnAbort(), LoopedChamberingCombineChamberInternalMagazine.OnExit(), LoopedChamberingEjectLast.OnAbort(), LoopedChamberingEjectLast.OnExit(), Man.PredictiveMoveItemFromHandsToInventory(), WeaponChambering.OnAbort(), WeaponChambering.OnExit(), WeaponMagnumChambering.OnAbort(), and WeaponMagnumChambering.OnExit()static int GetInventoryCheckContext()static bool LocationCanMoveEntitySyncCheck(notnull InventoryLocation src, notnull InventoryLocation dst)static proto native EntityAI LocationGetEntity(notnull InventoryLocation inv_loc)query the entity at the specific inventory location
Returns: entity at the location, null otherwise
bool IsInCargo()Returns true if this Inventory owner is in cargo of something
bool IsAttachment()Returns true if this Inventory owner is an attachment of something
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, BarrelHoles_ColorBase.CanPutIntoHands(), Cooking.UpdateCookingStateOnStick(), CraftFenceKit.CanDo(), CraftMetalWire.CanDo(), CraftShelterKit.CanDo(), CraftTerritoryFlagKit.CanDo(), CraftWatchtowerKit.CanDo(), PlateCarrierPouches.CanReceiveItemIntoCargo(), PluginRecipesManager.GetValidRecipes(), Rag.CanAssignToQuickbar(), and Rope.CanAssignToQuickbar()bool IsCargoInHiearchy()Returns true if inventory owner or his hiearchy parents are in cargo
bool AreChildrenAccessible()Returns true if item is considered reachable within inventory
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, Container_Base.CanReceiveItemIntoCargo(), FryingPan.CanPutInCargo(), FryingPan.CanReceiveItemIntoCargo(), ItemBase.CanReceiveAttachment(), ItemBase.CanReleaseAttachment(), ItemBase.OnInventoryEnter(), ItemBase.UpdateQuickbarShortcutVisibility(), Pot.CanPutInCargo(), Pot.CanReceiveItemIntoCargo(), WeaponManager.GetNextPreparedMagazine(), and WeaponManager.GetPreparedMagazine()Returns true if the item is currently attached and outputs attachment slot id and name
static void OnServerInventoryCommandStatic(ParamsReadContext ctx)Show 25 more
, typename.EnumToString(), Error(), Man.GetHumanInventory(), InventoryLocation.GetItem(), InventoryLocation.GetItem(), HandEventBase.GetSrcEntity(), CGame.GetTime(), new InventoryLocation(), LogManager.IsSyncLogEnable(), InventoryLocation.IsValid(), InventoryLocation.IsValid(), InventoryLocation.IsValid(), InventoryLocation.IsValid(), LocationSwap(), LocationSyncMoveEntity(), HumanInventory.ProcessHandEvent(), Serializer.Read(), InventoryLocation.ReadFromContext(), InventoryLocation.ReadFromContext(), InventoryLocation.ReadFromContext(), InventoryLocation.ReadFromContext(), InventoryLocation.ReadFromContext(), InventoryLocation.ReadFromContext(), syncDebugPrint(), and HandEventBase.m_Playerstatic proto native bool LocationAddEntity(notnull InventoryLocation inv_loc)adds item to inventory location
Returns: true if success, false otherwise
static proto native bool LocationRemoveEntity(notnull InventoryLocation inv_loc)removes item from inventory location
Returns: true if success, false otherwise
static proto native bool LocationMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)removes item from current inventory location and adds it to destination
Returns: true if success, false otherwise
static proto native bool LocationSyncMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)synchronously removes item from current inventory location and adds it to destination no anims involved
Returns: true if success, false otherwise
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, ChamberMultiBullet.OnExit(), DayZPlayerInventory.HandleTakeToDst(), DayZPlayerInventory.TakeToDst(), DayZPlayerInventory.ValidateSwap(), DayZPlayerInventory.ValidateSyncMove(), DayZPlayerUtils.HandleDropMagazine(), DetachOldMagazine.OnExit(), OnServerInventoryCommandStatic(), TakeToDst(), HandActionDrop.Action(), HandActionMoveTo.Action(), HandActionTake.Action(), HandActionThrow.Action(), HandAnimatedMoveToDst_W4T.OnEntry(), HandAnimatedMoveToDst_W4T_Basic.OnEntry(), HandTakingAnimated_Show.OnEntry(), LoopedChambering.OnAbort(), LoopedChambering.OnEntry(), LoopedChambering.OnExit(), LoopedChamberingCombineChamberInternalMagazine.OnAbort(), LoopedChamberingCombineChamberInternalMagazine.OnEntry(), LoopedChamberingCombineChamberInternalMagazine.OnExit(), LoopedChamberingEjectLast.OnAbort(), LoopedChamberingEjectLast.OnEntry(), LoopedChamberingEjectLast.OnExit(), PluginInventoryRepair.MoveItemToCorrectPosition(), PluginInventoryRepair.RepairItem(), RemoveNewMagazineFromInventory.OnEntry(), SwapOldAndNewMagazine.OnEntry(), WeaponAttachMagazine.OnAbort(), WeaponAttachMagazine.OnEntry(), WeaponAttachMagazineOpenBoltCharged.OnAbort(), WeaponAttachMagazineOpenBoltCharged.OnEntry(), WeaponChambering.OnAbort(), WeaponChambering.OnEntry(), WeaponChambering.OnExit(), WeaponDetachingMag_Store.OnExit(), WeaponDetachingMag_StoreRemoveChamberBullet.OnExit(), WeaponMagnumChambering.OnAbort(), WeaponMagnumChambering.OnEntry(), WeaponMagnumChambering.OnExit(), WeaponReplacingMagAndChamberNext.OnAbort(), WeaponReplacingMagAndChamberNext.OnEntry(), WeaponReplacingMagAndChamberNext.OnExit(), WeaponReplacingMagAndChamberNextOpenBoltCharged.OnAbort(), WeaponReplacingMagAndChamberNextOpenBoltCharged.OnEntry(), and WeaponReplacingMagAndChamberNextOpenBoltCharged.OnExit()static proto native bool LocationSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)swaps two entities
Returns: true if success, false otherwise
static proto native bool ServerLocationMoveEntity(notnull EntityAI item, ParamsWriteContext ctx)removes item from current inventory location and adds it to destination + sync via inventory command
Returns: true if success, false otherwise
static proto native bool ServerLocationSyncMoveEntity(Man player, notnull EntityAI item, ParamsWriteContext ctx)synchronously removes item from current inventory location and adds it to destination + sync via inventory command no anims involved
Returns: true if success, false otherwise
static proto native bool ServerLocationSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, ParamsWriteContext ctx)swaps two entities
Returns: true if success, false otherwise
static proto native bool ServerHandEvent(notnull Man player, notnull EntityAI item, ParamsWriteContext ctx)hand event to clients
Returns: true if success, false otherwise
static proto native bool PrepareDropEntityPos(EntityAI owner, notnull EntityAI item, out vector mat[4], bool useValuesInMatrix = false, int conflictCheckDepth = -1)Finds a transformation for the item to be dropped to If the initial transforation overlaps with another conflicting entity (i.e. car) then the transform will be snapped to the nearest outer edge. If no valid snapping transformation could be found, then the output from 'PlaceOnSurface' is used
useValuesInMatrix- Is ignored if transformation overlaps with possible conflicting entity. If no valid transform is found and this is false then the transform at the owner is used for 'PlaceOnSurface'
conflictCheckDepth- If -1 then no conflict depth check is performed, if 0 then it only checks to see if it conflicts but doesn't perform snapping
Returns: true if valid transformation found near owner
test if ordinary swap can be performed.
Ordinary in the sense that the two items has equal sizes and can be swapped without additional space.
- [in] item1 first item
- [in] item2 second item
Returns: true if can be swapped
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, EntityAI.CanSwapEntities(), EntityAI.CanSwapEntities(), GetCurrentInventoryLocation(), GetCurrentInventoryLocation(), EntityAI.GetInventory(), EntityAI.GetInventory(), EntityAI.GetQuantity(), EntityAI.GetQuantity(), InventoryLocation.GetSlot(), InventoryLocation.GetSlot(), EntityAI.GetTargetQuantityMax(), EntityAI.GetTargetQuantityMax(), and new InventoryLocation()Show 36 more
, AttachmentCategoriesRow.OnDropReceivedFromHeader(), AttachmentCategoriesRow.Select(), Attachments.Select(), BotTestSwapInternal.OnUpdate(), BotTestSwapInternalC2H.OnUpdate(), CargoContainer.Select(), Container.CanEquipEx(), Container.CanSwapOrTakeToHandsEx(), ContainerWithCargoAndAttachments.DraggingOverHeader(), ContainerWithCargoAndAttachments.TakeAsAttachment(), DayZPlayerInventory.HandleSwapEntities(), HandGuardCanForceSwap.GuardCondition(), HandGuardCanSwap.GuardCondition(), HandsContainer.DraggingOverHeader(), HandsContainer.GetCombinationFlags(), HandsContainer.TakeAsAttachment(), HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition(), HandsPreview.Select(), HumanInventory.SwappingToPreviousLocation(), Icon.DoubleClick(), Inventory.OnCenterPanelDropReceived(), InventoryQuickbar.GetQuickbarItemColor(), ItemManager.GetChosenCombinationFlag(), Man.PredictiveTakeOrSwapAttachment(), Man.SwapEntitiesImpl(), Man.TakeEntityToHandsImpl(), PlayerBase.OnQuickBarSingleUse(), PlayerContainer.DraggingOver(), PlayerContainer.OnDropReceivedFromGhostArea(), PlayerContainer.Select(), VicinityContainer.DraggingOverIcon(), VicinityContainer.OnDropReceivedFromIcon(), VicinitySlotsContainer.Select(), WeaponManager.CanSwapMagazine(), WeaponManager.PrepareInventoryLocationForMagazineSwap(), and ZombieContainer.Select()static proto native bool CanForceSwapEntities(notnull EntityAI item1, InventoryLocation item1_dst, notnull EntityAI item2, out InventoryLocation item2_dst)test if forced swap can be performed.
- [in] item1 is the forced item (primary)
- [in] item1_dst optional destination for item1 (null if item1 goes to place of item2)
- [in] item2 second item that will be replaced by the item1. (secondary)
- [out] item2_dst second item's potential destination (if null, search for item_dst2 is ommited). if (NOT null AND IsValid()), then it is tried first, without search to inventory
Returns: true if can be force swapped
static bool CanForceSwapEntitiesEx(notnull EntityAI item1, InventoryLocation item1_dst, notnull EntityAI item2, out InventoryLocation item2_dst)Show 12 more
, EntityAI.CanSwapEntities(), GetCurrentInventoryLocation(), GetCurrentInventoryLocation(), EntityAI.GetInventory(), EntityAI.GetInventory(), EntityAI.GetQuantity(), EntityAI.GetQuantity(), InventoryLocation.GetSlot(), InventoryLocation.GetSlot(), InventoryLocation.GetSlot(), EntityAI.GetTargetQuantityMax(), and EntityAI.GetTargetQuantityMax()Show 11 more
, HandEventForceSwap.CanPerformEvent(), HandEventSwap.CanPerformEvent(), HandGuardCanForceSwap.GuardCondition(), HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition(), Icon.DoubleClick(), Icon.DraggingOverSwap(), Icon.Swap(), ItemManager.GetChosenCombinationFlag(), PlayerBase.OnQuickBarSingleUse(), WeaponManager.CanSwapMagazine(), and WeaponManager.PrepareInventoryLocationForMagazineSwap()proto native bool CanAddSwappedEntity(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)static proto native bool AddInventoryReservation(EntityAI item, InventoryLocation dst, int timeout_ms)bool AddInventoryReservationEx(EntityAI item, InventoryLocation dst, int timeout_ms)Show 26 more
, ActionTakeArrowToHands.InventoryReservation(), ActionTakeHybridAttachment.InventoryReservation(), ActionTakeItem.InventoryReservation(), DayZPlayerInventory.HandleForceSwapEntities(), DayZPlayerInventory.HandleSwapEntities(), DayZPlayerInventory.HandleTakeToDst(), DayZPlayerInventory.ValidateSwap(), DeferredForceSwapEntities.ReserveInventory(), DeferredSwapEntities.ReserveInventory(), DeferredTakeToDst.ReserveInventory(), EmoteManager.SetEmoteLockState(), FirearmActionAttachMagazine.InventoryReservation(), FirearmActionAttachMagazineQuick.InventoryReservation(), FirearmActionDetachMagazine.InventoryReservation(), FirearmActionDetachMagazine_Old.InventoryReservation(), HandAnimatedForceSwapping.OnEntry(), HandAnimatedForceSwapping_Inst.OnEntry(), HandAnimatedMovingToAtt.OnEntry(), HandAnimatedSwapping.OnEntry(), HandAnimatedTakingFromAtt.OnEntry(), HandEventBase.ReserveInventory(), HandEventSwap.ReserveInventory(), HandGuardHasRoomForItem.GuardCondition(), ItemBase.CombineItemsClient(), ItemBase.OnRightClick(), and WeaponManager.InventoryReservation()static proto native bool ExtendInventoryReservation(EntityAI item, InventoryLocation dst, int timeout_ms)bool ExtendInventoryReservationEx(EntityAI item, InventoryLocation dst, int timeout_ms)static proto native bool ClearInventoryReservation(EntityAI item, InventoryLocation dst)bool ClearInventoryReservationEx(EntityAI item, InventoryLocation dst)static proto native bool HasInventoryReservation(EntityAI item, InventoryLocation dst)Internally: HasInventoryReservationEx(item, dst, FindInventoryReservationMode.LEGACY, FindInventoryReservationMode.LEGACY)
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, ActionTakeArrow.InventoryReservation(), ActionTakeArrowToHands.InventoryReservation(), ActionTakeHybridAttachment.InventoryReservation(), ActionTakeItem.InventoryReservation(), AttachmentCategoriesRow.MouseClick(), ContainerWithCargoAndAttachments.MouseClick2(), DeferredForceSwapEntities.ReserveInventory(), DeferredSwapEntities.ReserveInventory(), DeferredTakeToDst.ReserveInventory(), EmoteManager.PlaySurrenderInOut(), EmoteManager.SetEmoteLockState(), FirearmActionAttachMagazine.InventoryReservation(), FirearmActionAttachMagazineQuick.InventoryReservation(), HandEventBase.ReserveInventory(), HandEventSwap.ReserveInventory(), HandsContainer.EquipItem(), HandsContainer.MouseClick2(), HandsContainer.TransferItem(), HandsContainer.TransferItemToVicinity(), HandStateEmpty.OnEntry(), HandStateEquipped.OnEntry(), Icon.DoubleClick(), Icon.MouseClick(), Icon.Swap(), Inventory.UpdateConsoleToolbar(), ItemBase.CanBeCombined(), ItemBase.OnRightClick(), ItemManager.EvaluateContainerDragabilityDefault(), PlayerBase.CanDropEntity(), PlayerBase.OnQuickBarSingleUse(), PlayerContainer.MouseClick(), VicinitySlotsContainer.DoubleClick(), VicinitySlotsContainer.Select(), WeaponManager.CanAttachMagazine(), WeaponManager.CanDetachMagazine(), WeaponManager.CanEjectBullet(), WeaponManager.CanLoadBullet(), WeaponManager.CanLoadMultipleBullet(), WeaponManager.CanSwapMagazine(), WeaponManager.CanUnjam(), WeaponManager.InventoryReservation(), and ZombieContainer.DoubleClick()static proto native bool HasInventoryReservationCanAdd(EntityAI item, InventoryLocation dst)Internally: !HasInventoryReservationEx(item, dst, FindInventoryReservationMode.ITEM, FindInventoryReservationMode.DST)
static proto native bool HasInventoryReservationEx(EntityAI item, InventoryLocation dst, FindInventoryReservationMode itemMode, FindInventoryReservationMode parentMode)itemMode will iterate over item reservations, parentMode will iterate over parent reservations
static proto native bool GetInventoryReservationCount(EntityAI item, InventoryLocation dst)proto native int GetAnyInventoryReservationCount()proto native void LockInventoryWithKey(notnull EntityAI key)proto native void UnlockInventoryWithKey(notnull EntityAI key)proto native bool HasKeys()proto native void LockInventory(int lockType)proto native void UnlockInventory(int lockType)proto native int GetScriptLockCount()proto native bool IsInventoryUnlocked()proto native bool IsInventoryLocked()Show 20 more
, CombinationLock.UnlockServer(), Construction.DestroyMaterialsServer(), Construction.DropNonUsableMaterialsServer(), Construction.SetLockOnAttachedMaterials(), Construction.TakeMaterialsServer(), FireplaceBase.LockOvenAttachments(), FireplaceBase.SetOvenState(), FireplaceBase.SetStoneCircleState(), ImprovisedExplosive.LockExplosivesSlots(), ImprovisedExplosive.LockTriggerSlots(), ImprovisedExplosive.OnStoreLoad(), ImprovisedExplosive.UnlockExplosivesSlots(), ImprovisedExplosive.UnlockTriggerSlots(), ItemBase.LockToParent(), ItemBase.UnlockFromParent(), Plastic_Explosive.LockTriggerSlots(), Plastic_Explosive.OnStoreLoad(), Plastic_Explosive.UnlockTriggerSlots(), StaticConstructionMethods.SpawnConstructionMaterialPiles(), and TerritoryFlag.AnimateFlagEx()Show 14 more
, Attachments.UpdateInterval(), BarbedWire.GetSlotLockedState(), BarbedWire.UpdateAttachmentSlot(), BaseBuildingBase.IsAttachmentSlotLocked(), ConstructionActionData.GetAttachmentsFromSelection(), EntityAI.CanReleaseAttachment(), EntityAI.IsLockedInSlot(), FireplaceBase.LockOvenAttachments(), ImprovisedExplosive.HasLockedTriggerSlots(), ImprovisedExplosive.OnStoreLoad(), Inventory.UpdateConsoleToolbar(), ItemBase.CanBeCombined(), Plastic_Explosive.HasLockedTriggerSlots(), and Plastic_Explosive.OnStoreLoad()static proto native bool CheckRequestSrc(notnull Man requestingPlayer, notnull InventoryLocation src, float radius)static proto native bool CheckDropRequest(notnull Man requestingPlayer, notnull InventoryLocation src, float radius)static proto native bool CheckTakeItemRequest(notnull Man requestingPlayer, notnull InventoryLocation src, notnull InventoryLocation dst, float radius)static proto native bool CheckMoveToDstRequest(notnull Man requestingPlayer, notnull InventoryLocation src, notnull InventoryLocation dst, float radius)static proto native bool CheckSwapItemsRequest(notnull Man requestingPlayer, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, float radius)static proto native bool CheckManipulatedObjectsDistances(notnull EntityAI e0, notnull EntityAI e1, float radius)void Init()called by engine right after creation of entity
bool OnStoreLoad(ParamsReadContext ctx, int version)db load hooks
void OnAfterStoreLoad()void OnStoreSave(ParamsWriteContext ctx)db store hook
void EEInit()void EEDelete(EntityAI parent)Show 1 more
, GetInventoryOwner()creates entity somewhere in inventory
- in
type itemtype to be placed in inventory
Returns: created entity or null
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, FindFirstFreeLocationForNewEntity(), InventoryLocation.GetCol(), InventoryLocation.GetFlip(), InventoryLocation.GetIdx(), EntityAI.GetInventory(), InventoryLocation.GetParent(), InventoryLocation.GetRow(), InventoryLocation.GetSlot(), InventoryLocation.GetType(), and new InventoryLocation()ask inventory if item could be placed somewhere in inventory
All available inventory locations (hands, cargo, attachments, proxycargo, ...) are traversed recursively from root to leafs.
- in
item itemto be placed in inventory
Returns: true if item can be added, false otherwise
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, ContainerWithCargoAndAttachments.DoubleClick(), HandsContainer.DoubleClick(), Icon.DoubleClick(), InventoryQuickbar.CanAddItemInHandToInventory(), PlayerContainer.DoubleClick(), PlayerContainer.DraggingOver(), PlayerContainer.DraggingOverHeader(), PlayerContainer.OnDropReceivedFromGhostArea(), PlayerContainer.OnDropReceivedFromHeader(), ZombieContainer.OnDropReceivedFromGhostArea(), and ZombieContainer.OnDropReceivedFromHeader()add entity somewhere in inventory
All available inventory locations (hands, cargo, attachments, proxycargo, ...) are traversed recursively from root to leafs.
@NOTE: AddEntityToInventory does not perform the checks the CanAddEntityToInventory does (script conditions for example). if not sure, always call CanAddEntityToInventory before AddEntityToInventory.
- in
item itemto be placed in inventory
Returns: true if item can be added, false otherwise
bool CanRemoveEntity()Returns if entity can be removed from its current location
bool CanAddEntityInto(notnull EntityAI item, FindInventoryLocationType flags = FindInventoryLocationType.ANY)Asks inventory if item could be placed in inventory, hands, etc.
Location is based on the flags parameter. This method is used in methods that are asking for if item can be placed in specific location, like CanAddEntityToInventory, CanAddEntityInHands, etc.
- in
item itemto be placed in inventory- in
flags FindInventoryLocationType
Returns: true if item can be added, false otherwise
Test if entity can be put to the inventory (Cargo, ProxyCargo, Attachment)
Test if entity can be put into hands
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, ActionDetachFromTarget_SpecificSlotsCategory.FindSlotIdToDetach(), ActionRemoveSeed.ActionCondition(), ActionRemoveSeed.OnExecuteClient(), ActionRepositionPluggedItem.ActionCondition(), ActionTakeArrowToHands.ActionCondition(), ActionTakeHybridAttachmentToHands.ActionCondition(), ActionTakeItemToHands.ActionCondition(), ActionTakeMaterialToHands.ActionCondition(), Container.CanSwapOrTakeToHandsEx(), HandsArea.DraggingOverHandsPanel(), HandsArea.OnHandsPanelDropReceived(), and PlayerBase.OnQuickBarSingleUse()bool OnInputUserDataProcess(ParamsReadContext ctx)bool OnInventoryJunctureFromServer(ParamsReadContext ctx)void OnInventoryJunctureFailureFromServer(ParamsReadContext ctx)void OnServerInventoryCommand(ParamsReadContext ctx)void OnInventoryFailure(InventoryCommandType type, InventoryValidationReason reason, InventoryLocation src, InventoryLocation dst)bool TakeEntityToInventory(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)Put item anywhere into this entity (as attachment or into cargo, recursively)
@NOTE: Predictive.* / Local.* functions: a) 'Predictive' means that the operation uses Client-Side Prediction, i.e. the action runs the same code on both, client AND server.
b) 'Local' operation executes from where it is run, i.e. the operation from client is NOT sent to server, and only client performs the inventory operation (TakeEntityTo.*) this behaviour is necessary when inventory operations are ALREADY synchronized by another means, like Actions. For example @see ActionTakeItemToHands that performs OnCompleteServer and OnCompleteClient with synchronization set to false in order to avoid duplicate synchronization.
- in
mode - inventory mode
- in
flags - preferred location, @see FindInventoryLocationType
- in
item - item to be taken in inventory
Returns: true on success
bool TakeEntityToTargetInventory(InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)helper that finds location first, then moves the entity into it
bool TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)move src to dst
- in
mode - inventory mode
- in
src - source location of the item
- in
dst - destination location of the item
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, EntityAI.PredictiveTakeToDst(), EntityAI.ServerTakeToDst(), DropEntity(), DropEntityInBounds(), DropEntityWithTransform(), TakeEntityAsTargetAttachmentEx(), TakeEntityToCargoEx(), TakeEntityToInventory(), TakeEntityToTargetCargoEx(), TakeEntityToTargetInventory(), HumanInventory.TakeToDst(), MiscGameplayFunctions.ThrowEntityFromInventory(), and MiscGameplayFunctions.TransferInventory()bool TakeEntityToCargo(InventoryMode mode, notnull EntityAI item)moves item to cargo of this intentory
- in
mode - inventory mode
- in
item - item to be put in this inventory as cargo
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, TakeEntityToInventory()bool TakeEntityToTargetCargo(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)Put item into into cargo of another entity
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, TakeEntityToTargetInventory()moves item on specific cargo location
- in
mode - inventory mode
- in
item - item to be put in this inventory as cargo
bool TakeEntityToTargetCargoEx(InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)Put item into into cargo on specific cargo location of another entity
bool TakeEntityAsAttachmentEx(InventoryMode mode, notnull EntityAI item, int slot)Show 2 more
, LogManager.IsInventoryMoveLogEnable(), and TakeEntityAsTargetAttachmentEx()bool TakeEntityAsTargetAttachmentEx(InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)put item as attachment of target
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, typename.EnumToString(), Error(), FindAttachment(), GetCurrentInventoryLocation(), EntityAI.GetInventory(), EntityAI.GetInventory(), EntityAI.GetQuantity(), EntityAI.GetTargetQuantityMax(), inventoryDebugPrint(), new InventoryLocation(), LogManager.IsInventoryMoveLogEnable(), InventoryLocation.SetAttachment(), EntityAI.SplitIntoStackMaxClient(), EntityAI.SplitIntoStackMaxEx(), and TakeToDst()bool TakeEntityAsAttachment(InventoryMode mode, notnull EntityAI item)Show 1 more
, TakeEntityToInventory()bool TakeEntityAsTargetAttachment(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)Show 1 more
, TakeEntityToTargetInventory()static bool MakeDstForSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, out InventoryLocation dst1, out InventoryLocation dst2)helper function for swap
static bool MakeSrcAndDstForSwap(notnull EntityAI item1, notnull EntityAI item2, out InventoryLocation src1, out InventoryLocation src2, out InventoryLocation dst1, out InventoryLocation dst2)helper function for swap
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, EntityAI.GetInventory(), new InventoryLocation(), and MakeDstForSwap()static bool MakeSrcAndDstForForceSwap(notnull EntityAI item1, notnull EntityAI item2, out InventoryLocation src1, out InventoryLocation src2, out InventoryLocation dst1, notnull InventoryLocation dst2)helper function for ForceSwap
bool SwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)bool ForceSwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)static bool SetGroundPosByOwner(EntityAI owner, notnull EntityAI item, out InventoryLocation ground)bool DropEntity(InventoryMode mode, EntityAI owner, notnull EntityAI item)static bool SetGroundPosByTransform(EntityAI owner, notnull EntityAI item, out InventoryLocation ground, vector transform[4])bool DropEntityWithTransform(InventoryMode mode, EntityAI owner, notnull EntityAI item, vector transform[4])static void SetGroundPosByOwnerBounds(EntityAI owner, notnull EntityAI item, out InventoryLocation ground, vector halfExtents, float angle, float cosAngle, float sinAngle)Show 4 more
, vector.RotateAroundZero(), InventoryLocation.SetGround(), Vector(), and vector.Upbool DropEntityInBounds(InventoryMode mode, EntityAI owner, notnull EntityAI item, vector halfExtents, float angle, float cosAngle, float sinAngle)bool ReplaceItemWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)proto native bool GetFlipCargo()Show 33 more
, AttachmentCategoriesRow.Select(), CargoContainer.InitIconEx(), CargoContainer.Select(), ClosableHeader.OnDragHeader(), ContainerWithCargo.DraggingOver(), ContainerWithCargo.DraggingOverGrid(), ContainerWithCargo.DropReceived(), ContainerWithCargo.OnDropReceivedFromHeader(), ContainerWithCargoAndAttachments.DraggingOverGrid(), ContainerWithCargoAndAttachments.DraggingOverHeader(), ContainerWithCargoAndAttachments.DropReceived(), ContainerWithCargoAndAttachments.TakeAsAttachment(), MakeDstForSwap(), MakeSrcAndDstForForceSwap(), TakeEntityToCargoEx(), TakeEntityToTargetCargoEx(), HandsContainer.DraggingOverGrid(), HandsContainer.DropReceived(), HandsContainer.GetCombinationFlags(), HandsContainer.TakeAsAttachment(), HumanInventory.TakeEntityToCargoEx(), Icon.CreateWhiteBackground(), Icon.DraggingOver(), Icon.DropReceivedFromMain(), Inventory.UpdateInterval(), ItemManager.GetChosenCombinationFlag(), ItemManager.GetCombinationFlags(), PlayerBase.PredictiveTakeEntityToTargetCargoEx(), PlayerContainer.DraggingOver(), PlayerContainer.OnDropReceivedFromGhostArea(), SlotsIcon.OnIconDrag(), ZombieContainer.OnDropReceivedFromGhostArea(), and ZombieContainer.OnDropReceivedFromHeader()proto native void SetFlipCargo(bool flip)proto native void FlipCargo()proto native void ResetFlipCargo()