class InventoryLocationSource
Methods 36
proto native bool IsValid()verify current set inventory location
Returns: true if valid, false otherwise
proto native int GetType()returns type of InventoryLocation
See also: InventoryLocationType, for, known, types, of, inventory, locations
proto native EntityAI GetParent()returns parent of current inventory location
Parent entity can be null if item is on ground.
Returns: parent entity, null otherwise
proto native EntityAI GetItem()returns item of current inventory location
Item can be null if and only if this is a query for location of item that is about to be created (new spawn).
Returns: item
proto native int GetSlot()returns slot id if current type is Attachment
@NOTE: slot id is related to order of entries in DZ/data/config.cpp secton CfgSlots
Returns: slot id if attachment, -1 otherwise
proto native int GetIdx()returns index of cargo if current type is Cargo / ProxyCargo
Returns: index or -1
proto native int GetRow()returns row of cargo if current type is Cargo / ProxyCargo
Returns: row or -1
proto native int GetCol()returns column of cargo if current type is Cargo / ProxyCargo
Returns: index or -1
proto native bool GetFlip()returns flip status of cargo
Returns: true/false
proto native vector GetPos()returns position of item in world if type is Ground
Returns: position
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, ChamberMultiBullet.OnExit(), ContaminatedArea_Dynamic.SpawnItems(), DumpToString(), WriteToContext(), LoopedChambering.OnAbort(), LoopedChambering.OnExit(), LoopedChamberingCombineChamberInternalMagazine.OnAbort(), LoopedChamberingCombineChamberInternalMagazine.OnExit(), LoopedChamberingEjectLast.OnAbort(), LoopedChamberingEjectLast.OnExit(), MouthRag.EEItemLocationChanged(), PlayerBase.SpawnEntityOnGroundPos(), PluginDeveloper.SpawnEntityOnGroundPos(), ReplaceItemWithNewLambdaBase.CreateNewEntity(), ReplaceItemWithNewLambdaBase.PrepareLocations(), WeaponChambering.OnAbort(), WeaponChambering.OnExit(), WeaponMagnumChambering.OnAbort(), and WeaponMagnumChambering.OnExit()proto native void GetDir(out float dir[4])returns direction of item in world if type is Ground
Returns: position
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, ReplaceItemWithNewLambdaBase.PrepareLocations()sets current inventory location type to Ground with transformation mat
- in
e - entity with this inventory location (null for new spawns)
- in
mat - transformation matrix
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, ContaminatedArea_Dynamic.SpawnItems(), DayZPlayerUtils.HandleDropMagazine(), DestroyItemInCorpsesHandsAndCreateNewOnGndLambda.DestroyItemInCorpsesHandsAndCreateNewOnGndLambda(), DropEquipAndDestroyRootLambda.CopyOldPropertiesToNew(), EntityAI.SpawnEntityOnGround(), EntityAI.SpawnEntityOnGroundPos(), FireplaceToIndoorOvenLambda.FireplaceToIndoorOvenLambda(), FireplaceToIndoorsLambda.FireplaceToIndoorsLambda(), GameInventory.SetGroundPosByOwner(), GameInventory.SetGroundPosByOwnerBounds(), GameInventory.SetGroundPosByTransform(), HandEventThrow.HandEventThrow(), ItemBase.SetInventoryLocationToVicinityOrCurrent(), PlayerBase.PredictiveDropEntity(), PlayerBase.SpawnEntityOnGroundPos(), PluginDeveloper.SpawnEntityOnGroundPos(), and ReplaceItemWithNewLambdaBase.PrepareLocations()sets current inventory location type to Ground with transformation mat
- in
e - entity with this inventory location (null for new spawns)
- in
pos - position vector
- in
dir - direction quat
sets current inventory location type to Attachment with slot id set to <slotId>
- in
parent - parent entity the item <e> will be attached to
- in
e - entity with this inventory location (null for new spawns)
- in
slotId - slot id where the item will be attached
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, BotTestSpamUserActions_GetEntityFromSlot.OnUpdate(), ChamberMultiBullet.OnEntry(), CoverHeadOfTargetPlayerLambda.CoverHeadOfTargetPlayerLambda(), FirearmActionAttachMagazine.InventoryReservation(), FirearmActionAttachMagazineQuick.InventoryReservation(), FoldBandanaToSlotLambda.FoldBandanaToSlotLambda(), GameInventory.TakeEntityAsTargetAttachmentEx(), HumanInventory.TakeEntityAsAttachmentEx(), ReadFromContext(), LoopedChambering.OnEntry(), LoopedChamberingCombineChamberInternalMagazine.OnEntry(), LoopedChamberingEjectLast.OnEntry(), PlayerBase.HandleRemoteItemManipulation(), RemoveNewMagazineFromInventory.OnEntry(), ReplaceItemWithNewLambdaBase.CreateNewEntity(), SwapOldAndNewMagazine.OnEntry(), WeaponAttachMagazine.OnEntry(), WeaponAttachMagazineOpenBoltCharged.OnEntry(), WeaponChambering.OnEntry(), WeaponMagnumChambering.OnEntry(), WeaponManager.InventoryReservation(), WeaponManager.OnInputUserDataProcess(), WeaponReplacingMagAndChamberNext.OnEntry(), and WeaponReplacingMagAndChamberNextOpenBoltCharged.OnEntry()based on Cargo.IsProxyCargo uses SetProxyCargo or SetCargo respectively
- in
cargo - cargo that will receive item <e> into cargo
- in
e - entity with this inventory location (null for new spawns)
- in
row - row of the cargo
- in
col - column of the cargo
proto native void SetCargo(notnull EntityAI parent, EntityAI e, int idx, int row, int col, bool flip)sets current inventory location type to Cargo with coordinates (idx, row, col)
- in
parent - parent entity that will receive item <e> into cargo
- in
e - entity with this inventory location (null for new spawns)
- in
idx - index of cargo
- in
row - row of the cargo
- in
col - column of the cargo
proto native void SetProxyCargo(notnull EntityAI parent, EntityAI e, int idx, int row, int col, bool flip)sets current inventory location type to ProxyCargo with coordinates (idx, row, col) @NOTE: typical usage is in building-like dummy structures, where furniture with cargo is part of the model, and is not a physical entity (like person or bag).
- in
parent - parent entity that will receive item <e> into proxy cargo
- in
e - entity with this inventory location (null for new spawns)
- in
idx - index of cargo
- in
row - row of the cargo
- in
col - column of the cargo
sets current inventory location type to Hands
- in
parent - parent entity the item <e> will be attached to. this'd better be inherited from Person
- in
e - entity with this inventory location (null for new spawns)
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, ActionRemoveSeed.OnExecuteClient(), ActionTakeArrowToHands.InventoryReservation(), ActionTakeItemToHands.OnExecute(), DayZPlayerImplement.CommandHandlerDebug(), DayZPlayerInventory.HandEvent(), EmoteManager.EmoteManager(), EmoteManager.SetEmoteLockState(), FirearmActionAttachMagazine.InventoryReservation(), FirearmActionAttachMagazineQuick.InventoryReservation(), HandEventReplaceWithNewBase.GetDst(), HandEventTake.GetDst(), ReadFromContext(), Man.TakeEntityToHandsImpl(), PlayerBase.HandleRemoteItemManipulation(), PlayerBase.OnQuickBarSingleUse(), RepackLambda.RepackLambda(), RestrainTargetPlayerLambda.RestrainTargetPlayerLambda(), UngagSelfLambda.UngagSelfLambda(), and WeaponManager.OnWeaponActionEnd()brief sets current inventory location's GetParent
- in
idx - index of seat
brief sets current inventory location's GetParent
proto native void SetParent(notnull EntityAI parent)brief sets current inventory location's GetParent
proto native void SetItem(notnull EntityAI item)brief sets current inventory location's item
proto native void SetSlot(int slotId)proto native void SetIndex(int idx)proto native void SetRow(int row)proto native void SetCol(int col)proto native void SetFlip(bool flip)proto native void Reset()proto native bool CompareLocationOnly(notnull InventoryLocation other)proto native bool CollidesWith(notnull InventoryLocation rhs)checks if inventory locations collides each with other
proto native InventoryLocation Copy(notnull InventoryLocation rhs)copies location data to another location
@NOTE it copies all data (except enforce internal data)
proto native InventoryLocation CopyLocationFrom(notnull InventoryLocation rhs, bool copyFlip)copies location to another location without m_item member
@NOTE it does NOT do a copy of m_item member!
static string DumpToStringNullSafe(InventoryLocation loc)Show 42 more
, ActionBase.SetupAction(), ActionDigInStash.OnFinishProgressServer(), CGame.AddInventoryJunctureEx(), DayZPlayerInventory.ForceSwapEntities(), DayZPlayerInventory.HandleForceSwapEntities(), DayZPlayerInventory.HandleSwapEntities(), DayZPlayerInventory.HandleTakeToDst(), DayZPlayerInventory.SendServerHandEventViaJuncture(), DayZPlayerInventory.TakeToDst(), DayZPlayerInventory.ValidateDestroy(), DayZPlayerInventory.ValidateSwap(), DayZPlayerInventory.ValidateSyncMove(), GameInventory.AddInventoryReservationEx(), GameInventory.ClearInventoryReservationEx(), GameInventory.ExtendInventoryReservationEx(), GameInventory.OnServerInventoryCommandStatic(), HandEventBase.DumpToString(), HandEventMoveTo.CheckRequestSrc(), HandEventMoveTo.DumpToString(), HandEventRemove.CheckRequestSrc(), HandEventReplaceWithNewBase.DumpToString(), HandEventSwap.CheckRequestSrc(), HandEventSwap.DumpToString(), HandEventTake.CheckRequestSrc(), HandGuardHasRoomForItem.GuardCondition(), HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition(), HumanInventory.ForceSwapEntities(), HumanInventory.OnEntityInHandsCreated(), HumanInventory.OnEntityInHandsDestroyed(), HumanInventory.SwapEntities(), HumanInventory.TakeToDst(), InventoryInputUserData.SendInputUserDataMove(), InventoryInputUserData.SendInputUserDataSwap(), InventoryInputUserData.SendServerMove(), InventoryInputUserData.SendServerSwap(), Man.TakeToDstImpl(), PlayerBase.CreateCopyOfItemInInventory(), PlayerBase.OnQuickBarSingleUse(), ReplaceItemWithNewLambdaBase.Execute(), ReplaceItemWithNewLambdaBase.RemoveOldItemFromLocation(), ReplaceItemWithNewLambdaBase.UndoRemoveOldItemFromLocation(), and SwapOldAndNewMagazine.OnEntry()string DumpToString()bool ReadFromContext(ParamsReadContext ctx)Show 9 more
, Debug.Log(), Serializer.Read(), SetAttachment(), SetCargo(), SetGroundEx(), SetHands(), SetProxyCargo(), SetVehicle(), and Class.ToString()Show 18 more
, DayZPlayerInventory.ValidateDestroy(), DayZPlayerInventory.ValidateSyncMove(), FirearmActionAttachMagazine.ReadFromContext(), FirearmActionAttachMagazineQuick.ReadFromContext(), FirearmActionDetachMagazine.ReadFromContext(), FirearmActionDetachMagazine_Old.ReadFromContext(), GameInventory.OnServerInventoryCommandStatic(), HandEventMoveTo.ReadFromContext(), HandEventSwap.ReadFromContext(), HandEventThrow.ReadFromContext(), InventoryJunctureSwapValidation.InventoryJunctureSwapValidation(), PlayerBase.HandleRemoteItemManipulation(), PluginInventoryRepair.OnRPC(), WeaponEventDetachMagazine.ReadFromContext(), WeaponEventSwapMagazine.ReadFromContext(), WeaponManager.OnInputUserDataProcess(), WeaponReplacingMagAndChamberNext.LoadCurrentFSMState(), and WeaponReplacingMagAndChamberNextOpenBoltCharged.LoadCurrentFSMState()bool WriteToContext(ParamsWriteContext ctx)