class HumanInventorySource
DayZPlayerInventory › HumanInventoryWithFSM › HumanInventory › GameInventory
All members, including inherited
inventory for plain man/human
HumanInventory has simple synchronous operations only, i.e. no animations are involved while adding/removing/swapping to/from hands.
Animations are added on higher level of hierarchy (DayZPlayerInventory for example)
Members 1
int m_syncClearUserReservationindex = -1Methods 51
proto native EntityAI GetEntityInHands()Returns: entity in hands
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, DayZPlayerInventory.AbortWeaponEvent(), DayZPlayerInventory.DeferredWeaponFailed(), DayZPlayerInventory.HandEvent(), DayZPlayerInventory.HandleInventory(), DayZPlayerInventory.HandleWeaponEvents(), DayZPlayerInventory.OnEventForRemoteWeapon(), DayZPlayerInventory.SendRepairToClientDst(), HasEntityInHands(), ReplaceItemInElsewhereWithNewinHandsImpl(), ReplaceItemInHandsWithNewImpl(), ReplaceItemWithNew(), and HumanInventoryWithFSM.CheckFSMState()alternative for TestAddEntityInHands(e, true, true, true);
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, CargoContainer.Select(), ContainerWithCargoAndAttachments.DoubleClick(), HandsContainer.DoubleClick(), HandsContainer.OnPerformCombination(), HandsPreview.Select(), Icon.DoubleClick(), PlayerContainer.DoubleClick(), PlayerContainer.Select(), VicinitySlotsContainer.DoubleClick(), VicinitySlotsContainer.Select(), ZombieContainer.DoubleClick(), and ZombieContainer.Select()proto native bool TestAddEntityInHands(EntityAI e, bool do_resevation_check, bool do_item_check, bool do_lock_check, bool do_occupancy_test, bool do_script_check)- in
e - entity to test for taking in hands
- in
do_item_check - deny if entity is not InventoryItem
- in
do_occupancy_test - deny if there is item in hands already
- in
do_script_check - deny if script conditions fail
Returns: true if item passed all tests
proto native bool CanRemoveEntityInHands()Returns: true if entity can be removed from hands
proto native bool CanOpenInventory()creates new entity in hands
- in
typeName - type name of the entity to be created
Returns: new entity or null otherwise
proto native int GetUserReservedLocationCount()Show 12 more
, RedirectToHandEvent(), Icon.DoubleClick(), Icon.DraggingOverSwap(), Icon.DropReceivedFromMain(), Icon.Swap(), Inventory.DraggingOverCenterPanel(), Inventory.OnCenterPanelDropReceived(), InventoryQuickbar.GetQuickbarItemColor(), ItemBase.~ItemBase(), ItemBase.EEDelete(), ItemBase.EEItemLocationChanged(), and PlayerBase.OnQuickBarSingleUse()proto native int FindCollidingUserReservedLocationIndex(notnull EntityAI e, notnull InventoryLocation dst)proto native void GetUserReservedLocation(int index, out notnull InventoryLocation dst)Show 13 more
, ClearUserReservedLocationAtIndexSynced(), RedirectToHandEvent(), Update(), Icon.DoubleClick(), Icon.DraggingOverSwap(), Icon.DropReceivedFromMain(), Icon.Swap(), Inventory.DraggingOverCenterPanel(), Inventory.OnCenterPanelDropReceived(), ItemBase.~ItemBase(), ItemBase.EEDelete(), ItemBase.EEItemLocationChanged(), and PlayerBase.OnQuickBarSingleUse()proto native void SetUserReservedLocation(notnull EntityAI eai, notnull InventoryLocation dst)proto native void ClearUserReservedLocation(notnull EntityAI eai)Show 1 more
, ItemBase.~ItemBase()proto native void ClearUserReservedLocationForContainer(notnull EntityAI eai)proto native bool GetDebugFlag()creates entity somewhere in inventory
- in
type itemtype to be placed in inventory
Returns: created entity
void ClearUserReservedLocationSynced(notnull EntityAI eai)void ClearUserReservedLocationAtIndexSynced(int index)Man GetManOwner()Show 25 more
, DayZPlayerInventory.PlayerCheckRequestDst(), DayZPlayerInventory.PlayerCheckRequestSrc(), DayZPlayerInventory.PlayerCheckSwapItemsRequest(), DayZPlayerInventory.TakeToDst(), DayZPlayerInventory.ValidateHandEvent(), DayZPlayerInventory.ValidateSwap(), DayZPlayerInventory.ValidateSyncMove(), DropEntity(), ForceSwapEntities(), LocalDestroyEntity(), OnEntityInHandsCreated(), OnEntityInHandsDestroyed(), ReplaceItemElsewhereWithNewInHands(), ReplaceItemInHandsWithNew(), ReplaceItemInHandsWithNewElsewhere(), SwapEntities(), TakeEntityAsAttachmentEx(), TakeEntityToCargoEx(), TakeToDst(), ThrowEntity(), HumanInventoryWithFSM.CreateStableStates(), HumanInventoryWithFSM.Init(), HumanInventoryWithFSM.ProcessHandAbortEvent(), HumanInventoryWithFSM.ProcessHandEvent(), and ReplaceItemWithNewLambdaBase.Execute()bool ProcessHandEvent(HandEventBase e)void OnHandsStateChanged(HandStateBase src, HandStateBase dst)void OnHandsExitedStableState(HandStateBase src, HandStateBase dst)void OnHandsEnteredStableState(HandStateBase src, HandStateBase dst)void OnEntityInHandsCreated(InventoryLocation src)void OnEntityInHandsDestroyed(InventoryLocation src)bool HandEvent(InventoryMode mode, HandEventBase e)override bool DropEntity(InventoryMode mode, EntityAI owner, notnull EntityAI item)Show 15 more
, GameInventory.GetCurrentInventoryLocation(), EntityAI.GetHierarchyParent(), EntityAI.GetHierarchyRootPlayer(), EntityAI.GetInventory(), GetManOwner(), InventoryLocation.GetType(), HandEvent(), new HandEventThrow(), hndDebugPrint(), new InventoryLocation(), LogManager.IsInventoryHFSMLogEnable(), CGame.IsMultiplayer(), CGame.IsServer(), Man.NeedInventoryJunctureFromServer(), and HandEventThrow.SetForce()bool RedirectToHandEvent(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)Show 22 more
, Man.GetHumanInventory(), Man.GetHumanInventory(), InventoryLocation.GetItem(), EntityAI.GetOnAttachmentReleaseLock(), EntityAI.GetOnReleaseLock(), InventoryLocation.GetParent(), InventoryLocation.GetParent(), InventoryLocation.GetParent(), InventoryLocation.GetSlot(), InventoryLocation.GetType(), InventoryLocation.GetType(), InventoryLocation.GetType(), GetUserReservedLocation(), HandEvent(), HandEvent(), new HandEventMoveTo(), new HandEventTake(), hndDebugPrint(), new InventoryLocation(), ScriptInvoker.Invoke(), ScriptInvoker.Invoke(), and LogManager.IsInventoryHFSMLogEnable()override bool TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)Show 1 more
, Man.TakeToDstImpl()override bool TakeEntityToInventory(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)override bool TakeEntityToCargoEx(InventoryMode mode, notnull EntityAI item, int idx, int row, int col)Put item into into cargo on specific cargo location
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, GameInventory.GetFlipCargo(), EntityAI.GetInventory(), GameInventory.GetInventoryOwner(), GetManOwner(), InventoryLocation.GetType(), HandEvent(), new HandEventMoveTo(), hndDebugPrint(), new InventoryLocation(), Object.IsAlive(), LogManager.IsInventoryHFSMLogEnable(), InventoryLocation.SetCargo(), and GameInventory.TakeEntityToCargoEx()override bool TakeEntityAsAttachmentEx(InventoryMode mode, notnull EntityAI item, int slot)Show 12 more
, EntityAI.GetInventory(), GameInventory.GetInventoryOwner(), GetManOwner(), InventoryLocation.GetType(), HandEvent(), new HandEventMoveTo(), hndDebugPrint(), new InventoryLocation(), Object.IsAlive(), LogManager.IsInventoryHFSMLogEnable(), InventoryLocation.SetAttachment(), and GameInventory.TakeEntityAsAttachmentEx()override bool SwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)override bool ForceSwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)returns item to previous location, if available
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, GameInventory.ForceSwapEntities(), EntityAI.GetInventory(), GetManOwner(), InventoryLocation.GetType(), GetType(), HandEvent(), new HandEventForceSwap(), hndDebugPrint(), LogManager.IsInventoryHFSMLogEnable(), GameInventory.MakeSrcAndDstForForceSwap(), HandEventBase.ReserveInventory(), and SwappingToPreviousLocation()Show 1 more
, ZombieContainer.Select()returns item to previous location, if available
override bool ReplaceItemWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)Show 1 more
, ReplaceItemWithNewLambdaBase.m_OldItembool ReplaceItemElsewhereWithNewInHands(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)protected bool ReplaceItemInElsewhereWithNewinHandsImpl(InventoryMode mode, HandEventBase e)protected bool ReplaceItemInHandsWithNewImpl(InventoryMode mode, HandEventBase e)bool ReplaceItemInHandsWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)bool ReplaceItemInHandsWithNewElsewhere(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)bool SwappingToPreviousLocation(EntityAI item1, EntityAI item2, out InventoryLocation dst)Show 15 more
, GameInventory.GetCurrentInventoryLocation(), GameInventory.GetCurrentInventoryLocation(), EntityAI.GetHierarchyRootPlayer(), EntityAI.GetInventory(), EntityAI.GetInventory(), EntityAI.GetInventory(), InventoryLocation.GetParent(), InventoryLocation.GetSlot(), GameInventory.GetSlotId(), GameInventory.GetSlotIdCount(), InventoryLocation.GetType(), new InventoryLocation(), InventoryLocation.IsValid(), GameInventory.LocationCanAddEntity(), and EntityAI.m_OldLocationvoid HandleInventoryManipulation()void Update(float delta_time)bool ValidateUserReservationCancel(inout Serializer ctx, InventoryValidation validation)bool PostDeferredEventTakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)TODO(kumarjac): It returned true and claimed success before, is this correct?
bool PostDeferredForceSwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)bool OnInventoryCheck(int userDataType, ParamsReadContext ctx)