class InventorySlots
provides access to slot configuration
Constants 2
const int COUNTAmount of pre-populated slots (32)
const int INVALIDInvalid slot (-1)
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, ActionAttachToConstruction.ActionCondition(), ActionAttachToConstruction.FindAndTranslateAttachmentSlot(), ActionAttachToConstruction.OnExecuteImpl(), ActionAttachToConstruction.Post_SetupAction(), ActionDetachFromTarget.ActionCondition(), ActionDetachFromTarget.FindSlotIdToDetach(), ActionDetachFromTarget.GetDisplayInteractObject(), ActionDetachFromTarget.SetupAction(), ActionDetachFromTarget_SpecificSlot.FindSlotIdToDetach(), ActionDetachFromTarget_SpecificSlotsCategory.FindSlotIdToDetach(), ActionRefuelTorch.ActionCondition(), BotTestItemMoveBackAndForth_MoveFromSlotToSlot.GetNextSlot(), ConstructionActionData.GetAttachmentSlotFromSelection(), ConstructionBase.DropNonUsableMaterialsServer(), ConstructionMaterialData.Init(), ConstructionMaterialInfoIcon.CheckDisplayableAttachment(), ConstructionMaterialInfoIcon.ClearRemainSelected(), ConstructionMaterialInfoIcon.InitMaterialInfo(), EntityAI.CheckExclusionAccessPropagation(), EntityAI.FindAttachmentBySlotName(), EntityAI.InitInherentSlotExclusionMap(), GameInventory.GetCurrentAttachmentSlotInfo(), GenericIconBase.ResetIconValues(), InventoryItemSoundAttach.LoadSoundEvents(), InventoryItemSoundDetach.LoadSoundEvents(), InventoryItemType.GetSlotAttachSoundSet(), InventoryItemType.GetSlotDetachSoundSet(), ItemBase.ClearStartItemSoundServer(), ItemBase.InitItemVariables(), ItemBase.LegacyItemSoundSync(), ItemBase.StartItemSoundServer(), and VehicleBattery.CanPutAsAttachment()Methods 9
converts string to slot_id
@example int slot = InventorySlots.GetSlotIdFromString("FireWood"); if (slot != InventorySlots.INVALID)
@NOTE the example looks in the DZ/data/config.cpp and searches for class entry Slot_##slot_name class Slot_Firewood { whatever };
i.e. it does NOT look at name= or displayName= attributes of the entry!
- in
slot_name slotname to be find.
Returns: slot id or InventorySlots.INVALID
converts slot_id to string
- in
slot_id slotid to be find.
Returns: string or null string
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, AttachmentCategoriesRow.RefreshSlot(), AttachmentsOutOfReach.IsAttachmentReachable(), BarbedWire.UpdateAttachmentSlot(), BaseBuildingBase.OnSetSlotLock(), BleedingSourcesManagerRemote.DisplayDebug(), BuildingBase.CanDisplayAttachmentSlot(), BuildingBase.CanReceiveAttachment(), CachedEquipmentItemAttribute.Debug(), CachedEquipmentStorage.OnItemAttached(), CachedEquipmentStorage.OnItemDetached(), CarDoor.CanDetachAttachment(), CombinationLock.UnlockOnServer(), ContainerWithCargoAndAttachments.SetEntity(), DigitalCodeLock.OnWasAttached(), DigitalCodeLock.OnWasDetached(), DigitalCodeLock.UnlockOnServer(), Edible_Base.EEItemLocationChanged(), Fence.CanDisplayAttachmentSlot(), Fence.GateAttachmentConditions(), Fireplace.CanDisplayAttachmentSlot(), GameInventory.GetCurrentAttachmentSlotInfo(), HandsContainer.ShowAtt(), ImprovisedExplosive.CanDisplayAttachmentSlot(), Inventory.GetPlayerAttachmentIndex(), Inventory.MoveAttachmentDown(), Inventory.MoveAttachmentUp(), Plastic_Explosive.CanDisplayAttachmentSlot(), PlayerSpawnHandler.SpawnDiscreteSlotItemSet(), ScriptedLightBase.UpdateMode(), TerritoryFlag.CanReceiveAttachment(), Watchtower.CanDisplayAttachmentSlot(), Worm.OnWasAttached(), and Worm.OnWasDetached()converts slot_id to string
- in
slot_id slotid to be find.
Returns: string or null string
verifies existence of the slot id
Returns: true if slot valid
- in
slot_id queriedslot
Returns: stackMax attribute from corresponding entry (or default value == 1)
- in
slot_id queriedslot
Returns: show attribute from corresponding entry (or default value == true)
- in
slot_id queriedslot
Returns: auto attach attribute from corresponding entry (or default value == 1)
- in
slot_id queriedslot- out
bone_name selectionfilled with attribute from corresponding entry
Returns: true if slot valid
- in
slot_id queriedslot- out
selection selectionfilled with attribute from corresponding entry
Returns: true if slot valid